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Went through all my mods one by one and this was the problem.
I like this mod but I'm gonna unsub until something is done to fix it.
Thanks.
I don't think it's because of the games language... Anyways i'm tryin to build a own recipe as a workaround for that so we still have a way to get that blood for crafting!
Single player (PC), updated mod, no other mod, start new game, teleport to safe buildable spot, spam as admin a basement, human flesh and a fluid press.
Put the human flesh in fluid press. The "Squish something in a fluid press" journey step triggers but no blood obtainet or human flesh consumed.
Tested with only this mod loaded in single player.
Maybe that's the way the mod is intended to work and I only misunderstood everything
After some tests, I can confirm that no stonebrick parts get a reduction in crafting costs. At the moment, in my game, only the slave wheels and chests show a reduction. All comparisons were done against data in the official wiki. Other building elements I did not check.
Tried the aforementioned solution by Theane and altered the loading order of the mod, first, somewhat in the middle as it was and loading last of all, to no avail.
Good to know i should mention that in the description.
Mine loaded up with it just fine along with 15 other mods. Didn't playtest very long, so if your game is freezing mid play session, gonna need more info!
Turns out I wasn't actually looking at the mod after I extracted it.. the files don't seem to be picked up by the devkit, as if they're corrupted or something. I can move them into the base content folder so the editor sees them, but it errors when trying to access it. Not even my freshly made mod loads when extracted, so I guess the unpacker is broken for extracting these files?
Either way, I got my test done with the ModController. It looks like it works just fine; lets you merge changes at runtime and avoids the need to edit the source tables, which should avoid conflicts and may not even need updating unless the modified items change (which it'd probably override to old versions anyway).
I put a mod together and threw it up here . I'd say open it and compare but, y'know.. Wonder if I gave you the source files if it'd work..
I begrudgingly downloaded the 170GB devkit and opened up the mod file. It doesn't look like any of the recipes were even changed.. it's the default recipe table (afaik, I don't know how to compare stuff).
As a test, I halved the resource of the furnace, pressed 'play' and looked at the cost ingame and sure enough it was changed.
Maybe something caused your mod to reset to default?
I don't really know anything about modding stuff, but from reading it looks like things that edit data tables should use the ModController instead of editing the sources directly. I guess I can try to learn and do what I was asking.. been meaning to learn UE4 for years now anyway.
Unfortunately, it also seems broken too, and even since May based on the comments.
Are you able to look into your Conan Exiles modes and update them to the latest build? It looks like the July 5th 'megapatch' patch broke a lot of stuff.
Additionally, could you add more things to this? The cost for crafting in this game is absolutely ludicrous if you're just playing by yourself or with a friend. Crafting stations.. weapons and armor.. We shouldn't need to chop down 5 trees and destroy a giant boulder just to make a simple spear. 560 stone for a furnace? How do you condense dozens of giant boulders into that? 100 wood for a tiny box? 100 iron bars for a wheel of pain made out of wood and stone with only a tiny amount of metal braces?
It just doesn't make any sense.
There was a config option for crafting costs.. but it broke half a year ago and isn't even in the config menu anymore.
Is exactly what it says in the modlist file.
Which .pak file is listed in your modlist.txt for those who having trouble getting it to work ? It has to be the -----> project_aio_buildingmod.pak <----