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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 :)
It should be fairly straight-forward in-game as to what you need to keep advancing technologically.
As for someone else making any documentation about this, I wouldn't know 😅
Charcoal kilns are a tech 1, very early research, and they're located in the POWER section for building, for future reference.
@Groovy - I don't recall implementing anything that directly turns stone to carbon, although anything that 'mines' carbon does use the Stone map resource because carbon didn't get implemented in the final cut.
I think I will stick in unlocking building material crafting in a couple extra spots, I did originally put it in the various game start researches, but you may have another mod that conflicts with that, possibly causing you to not be able to craft building materials? Are you able to make them at the generic Workbench?
I did at one point float the idea of having multiple different grades of raw materials/ores, but the amount of effort to do that, and each type requiring a unique refinery makes it more trouble than it's worth. I'm also fine with it being reduced to raw/ore due to being melted with a bunch of other stuff and having impurities brought back into the resulting pile. Although it might be a new research I could stick in that upgrades it to produce plates instead? I haven't looked too closely into it yet to see if it's feasible.
I'll try to research that hybrid mine today and see if that solves my issue. Lol I should have made the bolt bench... thanks again! Yeah...you did some fine work here, I've restarted this game almost 20 times adding different mods because it seemed kinda plain. Your work, that which I've accessed, is top notch!
@Groovy - Building materials should be included in the Refinery's crafting pool, unless you mean the stone to building material hybrid mine? I'm not certain what you're referring to, please feel free to share more details either here or by adding me.
For xbows, the Crossbow Parts are made at the Bolts Workbench, but unlocked at Crossbow Crafting II. The tier 2 crossbow turret requires the parts, but also requires t2 crossbows to be researched, so you should be able to make them. Glad you're otherwise enjoying :)
I also added Carbon Drills alongside the other drills, and fixed the second Oil Drill research (I accidentally put itself as a requirement so it wouldn't show up in the research menu)
I set the production multiplier to half the value of iron mining. If it still feels too slow, I'll bump it up.
Hopefully that should significantly boost the availability of these resources in the mid-late game.
I also added extra hybrid mines the other day thanks to your suggestion, just made the Hybrid Stone Mine research into generic Hybrid Mines and packed them all in there. So if you've already researched that, it'll show up in the build menu retroactively.
As for the Ash Domes, I don't know what kind of trickery other people use to make it so you can build them, but from my initial testing I can get the building to place, but can't get someone to actually do construction on it. Not sure what I'm missing to get that to work, so it'll stay out for the time being.
I don't know how realistic it is, but I think it would already be a big step to be able to use cactus in the Kiln. This would at least cut the conversion from bio fuel and make it a lot quicker.
I definitely hadn't intended for steel to be a bottleneck, may be a consequence of settling in the desert unfortunately. Which zone are you based in, what are the grow rates for other crops? I haven't played bases in a lot of areas so my experience with the availability of carbon has been based off being able to grow other crops and mostly using cotton as carbon fodder.
If I recall correctly, I did reduce the amount of steel required to make the mid-tier crossbows, and the general idea was to make them more accessible in the early game through crafting.
I did test out some additional methods for making/getting carbon, but unfortunately due to design limitations they simply don't work.
If you have any ideas that would make carbon more accessible to desert bases, please let me know.
This also affects crossbow crafting: While you unlock it early on and having the ability to craft bolts is wonderful, you can only really make use of the crossbow crafting bench relatively late and expensively due to the steel bars bottleneck. I don't know if this is intended, because you can theoretically create junkbows from the beginning and without many ressources, I just never bothered to do that.
But overall, I'm really enjoying the mod :)
- Most changes are amazing. Adding a use for gears and generator cores makes the game much more immersive, and many tech tree changes are also great (for example imprisonment).
- The Workbench as a crafting station is probably my favourite addition: I usually play as a ragtag band of unsavoury individuals where having giant refineries always felt wrong, so having more of a manufacture than a factory feel while crafting is greatly appreciated. I also love the flexibility where in theory you could still have a dedicated plate beating station by only putting plates in the crafting queue, but you could also theoretically create it along with other material on the same bench.
(I have to divide this into multiple parts because the text was too long)
I've dragged my heels on it a little because it's an annoying and dumb limitation, but I think I'll implement automatic crafters as well, so you can always choose to keep a single refinery instead of having a whole bunch of them.
Also great mod