FortressCraft Evolved

FortressCraft Evolved

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"Fix" Unknown Material
   
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233.387 KB
4 Dec, 2018 @ 12:34pm
19 May, 2019 @ 5:58am
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"Fix" Unknown Material

Description
Mod "Fixes" Unknown Material information in the recipes.

That's for people who don't like to see "Unknown Material" during crafting, they think that they have to scan more stuff... but later they find out that "Unknown Material" was other machine which they have already unlocked.

Many people probably don't notice this problem :D
That's mainly for new people or guys who don't like this issue.

In order to keep RP, the mod scans Natural Resources which come up as Unknown Material.
As side effect of mod the handbook has some entries avaible too early.


If you disable mod then identified blocks will save, but identified items don't save.
Did I miss anything? Leave information in comments section.



Mod ID: 1582493749
10 Comments
Pokeking 12 Dec, 2024 @ 1:22am 
Alright then
Wariat117  [author] 11 Dec, 2024 @ 11:58pm 
"Going from there, are you saying that a mod for such is not possible without some loss of Research Points or other side effects?"

without plugins it would result in loss of RP (unless you raise RP of other stuff to balance it out), the early research/handbook can be avoided, but it takes a while to think of correct research to hide this stuff behind ;D


if mod with plugins were made then there is a chance to totally remove "unknown material" functionality without touching anything else, unless you count ability to use it on any server as side effect (aka other people on server will see "unknown material" but when you come you will see proper recipe)
Pokeking 11 Dec, 2024 @ 3:39pm 
I meant if it were possible to have the mod merely unobtusificates unknown materials in the crafting menu so they show up as what they actually are, provided if that such has already been unlocked for production.

This is literally just the effect and functionality of the difference between the first two pics. ie:

"That's for people who don't like to see "Unknown Material" during crafting, they think that they have to scan more stuff... but later they find out that "Unknown Material" was other machine which they have already unlocked."


Going from there, are you saying that a mod for such is not possible without some loss of Research Points or other side effects?
Wariat117  [author] 11 Dec, 2024 @ 12:57am 
"without such?"

you mean without unlocking showing researchs ahead of time? (its possible to change research conditions and add "it will appear after X reseach" instead of popping after scans aka immediately)

or you mean without machines to research using RP? (this can be done by changing conditions as well)

I haven't been playing for a long time so I forgot a lot -> desciption says that it scans to keep RP -> if it works as it says then all that stuff should be in research station for you to click and get RP -> removal of this function is possible but then you would pernamently lose RP for scanning those materials... so not gonna happen
Pokeking 10 Dec, 2024 @ 9:49am 
My bad. Brain wasn't putting 2 and 2 together since I was more focuses on finding which mod was causing the issue.
That said, would the primary effect of the mod function without such?
Wariat117  [author] 9 Dec, 2024 @ 11:37pm 
"In order to keep RP, the mod scans Natural Resources which come up as Unknown Material.
As side effect of mod the handbook has some entries avaible too early."

there are some research that are scan based (the toxic one iirc?), so I guess they will be too early just like handbook
Pokeking 9 Dec, 2024 @ 3:06pm 
This mod appears to cause a lot of stuff to appear available for research when starting a new game, including an enormous number of unknown materials.
isochronous 10 Feb, 2020 @ 8:32am 
I know you asked this a long time ago, but I'd just leave the scanning on automatic
Wariat117  [author] 19 May, 2019 @ 5:59am 
I have just reworked the mod and now it works always.

I just wonder...
Should I keep scanning of natural resources on automatic or let players choose when to scan all those blocks. (for example press CTRL+SHIFT+E on research station to scan stuff)
Could anyone tell me what they prefer?
Wariat117  [author] 4 Dec, 2018 @ 12:42pm 
In the vanilla you have to craft the machine to turn "Unknown Material" into actual ingredient.
The mod makes it so you know it instantly and you know what you need without crafting everything once.