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If you wouldn't mind expanding on the information given in the mod page, I would really appreciate it, showing what was added to recipes or changed, like a discussion link if you don't want to info dump on main page, or like side by side photo left material cost labelled "Vanilla" and right labelled "Modded" or something, I think it'd help conceptualise what changes were made visually.
Honestly though, feel free to do whatever bigguy, mod is good, info can be added, but you can completely disregard it, its just something that helps me with downloading mods, seeing all the stuff, I just appreciate the comprehensive look into the mod conflicts or overlap you went through for me, much appreciated.
Looking at the Immersive Engineering (IE) mod page, there's a degree of overlap between IE and what I've made - I would say mine is more comprehensive, both in scope and material choice (we've both added items like gears, capacitors, motors, etc to crafting recipes), and wouldn't recommend running them side by side. If you're looking for complexity, it's already here 😅
The only issue I really foresee is the way I have curated the building and research pipelines to be parallel with one another. There is a risk that using IE could cause you to not be able to build something at certain tech levels and causing you to get either stuck, or forced to buy/find materials at certain progression points.
Side note, my intention was to use this alongside a nexus mod called Immersive Engineering, which adds additional materials into crafting lists, and expands uses of items that didn't have a use before. Like batteries needing capacitors, and generators needing motors.
You mentioned in the description: "Various new items have been added to building recipes, such as Motors, Generator Cores, Copper Plates, CPU Cores, to name a few."
Do any of these items touch Generators & Battery Banks, or Refineries of sorts?
Personally I haven't used it so I don't know, but their mod page does say the following:
As long as the mod maker uses the default manufacturers, this mod will work. If the mod uses custom manufacturers or custom weapon grades, it won’t work.
This mod doesn't add any new weapons grades, it only tweaks the researches associated with unlocking them. If you run into any significant roadblocks, I can make a compatibility patch if needed
The mining site was marked by a torch, which made interacting with it difficult sometimes. I tried to shrink the model of the rock pile a bit, ideally expanding it with each upgrade, but it never changed. Some things in the FCS just don't work
Glad you're enjoying it otherwise. I did not really take into account various resource scarcities when I put the progression together, but I suppose it encourages travel and trade in those areas.
Also, more positive feedback: Being able to construct the first stone mine without needing any ressources is still one of my favourite additions, despite being so simple. I never really understood why I needed to use something you craft from stone to even be able to mine it.
Shouldn't be the case - Generator Theory is a Tech 2 research, which then allows you to research Solid Fuel, and Wind Generators, which are both also Tech 2.
Electrical Crafting 1 is also a requirement for Generator Theory, which in turn also requires Metallurgy.
If you're running into any further trouble, I'm happy to help.
Unless of course you unlock generators after unlocking the electrical workbench (which I haven't done so far), but since that isn't shown, I'm slightly confused
I'm not responsible if your house burns down :)