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I see the word Cutting and clicking on it shows me the Hi-Speed Machine Tools, but there is no Icon with Cutting so I read right over it multiple times, my bad.
Screenshot for reference
https://drive.google.com/file/d/16aUJbt0qEPPBt4rGLBg7QpyPskk_4_UD/view?usp=sharing
https://drive.google.com/file/d/17GxyK1S2H8a8DLpA5nYiFuHQe_iLfHR_/view?usp=drive_link
Only the Lathe can make Hi-speed machine tools in the early game and you can't craft them because there is no menu to craft in the Lathe itself.
if so - I will remove them, as this approach sounds fun!
You can make Machined Parts using Steel at the Anvil, Lathe, or CNC machine, and also with regular refined metal although it's less resource efficient.
Also, if you read the descriptions of both Chemistry and Metalworking, they pretty explicitly say they'll lead you to producing power. :)
Melee weapons, with the exception of the Warhammer, will likely remain the same. That one needs more of a thud than a twang. WIP.
The much wanted research overhaul is live, along with plenty of other goodies. Check the Change Notes for deets.
As always, let me know if you come across any bugs or quirks.
Make sure you grab the "Pursue Hostiles" mod too so colonists, when enabled, will actively attack enemies in sight range instead of standing around if they're not weapons range, which is really helpful for melee and short ranged attacks.
Certain non-OP modded characters with pre-equipped weapons and skills can help a lot too. I always roll with Akane and Aurelie with their melee and archery bonuses, and there's others like Elisa Chesterfield that come with a Railgun Sniper 2.0.
How that went: total party wipeout with the first wave of bugs xD
Research order matters at Frostpunk levels with this mod suite (ie, mess up the research and your people die). I LOVE IT.
In case anyone else was wondering, get your initial lightning rod up and then go straight for weapon making because you will need ranged weapons STAT. Meanwhile, get basic base defenses up. I made the critical error of trying to increase food production before getting my people armed.
Not too long ago that was actually the case, the Lathe completely replaced the Anvil and did so pretty fast, and the melee weapons were made at the Crafting table. However, to make the Anvil more useful, and de-clutter the Crafting Table Weapons list, I moved them there. Makes more realistic sense too since most of the work of crafting these is done at an anvil (or, in modern times, springhammers).
And for additional clarification on the others, early non-gunpowder weapons are made at the Crafting table like other non-tech vanilla weapons, and gunpowder ones are made at the Gunsmithing table, which is unlocked once Gunpowder is researched.
Apologies for the obtuse tech chains, I'm actively working on fixing that so that there's both less of a mystery on what tech unlocks what, and what the unlocked items are and do. I'm hoping to have that update out by Wednesday.
Glad you're enjoying it and my More Realistic Farming mod! Any and all feedback is always welcome. :)
Also, for anyone else reading this, mod suite is awesome at adding fun and challenging tech progression (once you know what leads to what). It feels like you're a real pioneer. If played with the more realistic farming mod and irrigation mod once fixed, you'd better can some vegetables and meat for your first winter or things get a bit lean. Also, don't expand your base too quickly as the amount of items to make/tasks to do blows up as you progress through the tech tree. You really want to be teching with one eye towards survival and the other eye towards getting bots to help with all the tasks.
I scanned through the rest and that was the only inaccurate line.
In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.
At some point in the semi-near future I'm going to add text to the techs that say where things are made.
I scanned through the rest and that was the only inaccurate line.
In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.
Help a fellow player out?
However...the thought has crossed my mind to eliminate the additional Extraction skill and just use Physical, which IMO just makes more sense and also encourages you to utilize your Physical specialized colonists for the task. It also eliminates the problem having to re-balance the exp gain for Extraction as it's way too fast IMO. I'll look into it.
Unfortunately, it's a one-per asset and I'd have to redo the entity from scratch to get that working as its originally sourced from Cyberpunks. Not impossible, but a steep climb.
I do like the reduced resource requirements for firearms. I can get bolt action rifles at a reasonable time now and aren't dependent on scavening a railsniper.
My plan is to make Lukeh_ro's Irrigation & Composting mod mandatory, and then piggy back by customizing it in OET with some property changes, in addition to a recipe/resource that's synthetic fertilizer which never rots away and is created via Chemistry resources.
I'm waiting on him to fix an issue in that mod that prevents vanilla manure from being used on farms.
Reason being is making a new Compost/Fertilizer recipe and resource is easy, but Manure is coded as the only "fertilizer" the game can utilize for that purpose and it's not something that can be easily changed through the Mod Editor GUI options. It requires some decently complex code that's above my ability to do and his code already has.
That said, I could create a quick stop-gap recipe that uses the fermentation barrels to create manure for those who aren't using the Irrigation mod currently.
I think that's actually typo on my part. Should be the same output for both. I'll fix it on the next update.
So many bits and bobs to keep track of. Lol. Let me know if you notice any other quirks.
Is there a chance we can get a way to produce prefabricated parts cheaper late game? The CNC machine gives 90 machined parts per 60 forged blanks, but only 60 prefabricated for each 60 blanks, so I still stick to the Lathe.
FYI that's in the NET mod, but it looks like my goal of having a homogeneous experience between them is working. Lol. :)
Also I don't see any housing upgrades with reinforced wood? is that hidden behind (hidden) research?
The research integration add-on prevents crafting Railgun snipers before progressing through the others, if you want to use that. It's also worth getting to the lvl 4 weapons as they'll be a fair bit more powerful than the vanilla tech weapons versus organic enemies.