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magejosh

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Posts posted by magejosh

  1. I've been working on adding recipes with 10 ingredients thanks to Doughphungus mod to change the ingredient list window to show 10 slots. I was wondering which of these rects is the one that governs how many rows of ingredient slots the pinned window shows? My thought was to adjust it myself but then realized i am a novice with ui and i could more easily reach out here on the forum and see if you had any interest in helping with this. 

  2. 1 hour ago, arramus said:

    The current setup has only added the guards to Air Supply Drop loot and not through any other means. At 72 hour drops and players competing to access the resources, and also with them being set to medLow probability, the Turret Guards could be quite a novelty on a server. With periodic loss, they were being replaced but not really being added to unless they were setup hidden away and in relative safety. The concept was temporary mercenaries.

     

    The reality though is typically, greater than 100% loot chance, 24 hour drops of which they sometimes come in 3's, and some Server Admin further adding them to other loot groups which soon mounts up to be quite an army.

    Yep, i see now that i added them to the trader groups along the guard animals. Forgot i'd done that. If i do that rehire buff anytime soon i'll share it over so you can use or not however you choose. 

    2 hours ago, arramus said:

    Thank you for reporting this issue as these things can sometimes slip through and it's only through feedback that they come to light.

     

    I could also replicate this issue in Single Player Nevezgane. I shall report it to the develop @oakraven.

     

    I tested a guard from 2 guard types. Guards 1 - 8 which use an older spawning system, and Guards 9 - 12 which use a new spawning system as follows:

     

    The two types were placed on top of a trailer. The left is the new type and the right is the old type.

    20220109175907_1.thumb.jpg.2923ebdebf0fadac8edc9c84b57f0a1e.jpg

     

    The 2 guards were eliminated.

    20220109180101_1.thumb.jpg.8ae24e926af5ab95b0115137c182c753.jpg

     

    The older type of spawning guard accepts a block where the guard was. The new type of spawning guard does not for the two blocks they were stood.

    20220109180248_1.thumb.jpg.040e82f107bab542b3107cd67b00685c.jpg

     

    Thank you for reporting, and we'll see what can be done to resolve it.

    I had that issue in a19 when i turned trader protection off and made the server's community base trader bob's prefab. Put guards on his trailer roof and one died and then all kinds of errors began cropping up in that poi with a turret guard placed inside it.Figured it was an artifact of trader protection hardcode acting up. But that looks like the same kind of block i was spawning them onto. Maybe it's the block you're placing on as the issue?

  3. 8 hours ago, doughphunghus said:

    @magejoshwell.... I've been trying to figure out the ingredients mod changes to make it work and its not been easy.  Basically: This is one of my first mods and I fought and fought to make it work and now I have no idea how I was able to pull it off :)  Anyway, here's what I have so far, which might work for you?  its not symmetrical and I cannot got the grey backgrounds to work well at all...and there's a weird line going through the middle I don't know where its coming from...sigh... but anyway, here's what to do to my mod that might work for you (and ignore my notes, I gave up trying to use math to get things nice):

     

    controls.xml:

    <configs>
      <!-- Remove existing ingredient_row definition.  3 rectangles -->
      <remove xpath="/controls/ingredient_row" />
    
      <!-- Add new ingredient_row definition.  2 rectangles (removed last one which is a column to the right), 1/2 the width, text made smaller, etc. -->
      <append xpath="/controls">
        <ingredient_row>
    
          <!-- wanted = width 807
          ORIGINAL width 158+65+2 (border) = 225
          225+158 = 383. 383x2 = 603
          
          -->
          <!-- ORIGINAL width 158+65+2 (border) = 225 , which is about 447/2 !
          SO: 807/2 = 403 (rounded up .5)
          -->
          <rect name="row" width="403" height="50" controller="IngredientEntry">
            <!-- ORIGINAL width 65 (icon) -->
            <rect depth="2" width="65" height="48">
              <!-- These 2 lines are the icon grey background -->
              <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="71" height="53" color="[black]" type="sliced" fillcenter="false" />
              <sprite color="[lightGrey]" type="sliced" />
    
              <!-- This line is the actual icon  -->
              <sprite depth="2" name="icon" width="56" height="40" atlas="ItemIconAtlas" sprite="{itemicon}" color="{itemicontint}" pos="30,-20" pivot="center" foregroundlayer="true"/>
            </rect>
            <!-- ORIGINAL width 158 (icon descripion) 
            ORIGINAL width 158+65+2 (border) = 225
            SO: 404-65 = 339
            NOTE: 2 places to change below!
            -->
            <rect depth="2" width="336" height="48" pos="68,0">
              <!-- These 2 lines are the item text grey background -->
              <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="255" height="53" color="[black]" type="sliced" fillcenter="false" />
             <!--  <sprite color="[lightGrey]" type="sliced" /> -->
              <!-- This line is teh actual item text-->
              <label depth="3" name="name" pos="80,-20" width="157" height="26" font_size="19" color="[labelColor]" justify="left" pivot="center" text="{itemname} {haveneedcount}"/>
            </rect>
          </rect>
        </ingredient_row>
       </append>
     </configs>

     

     

    windows.xml:

    <configs>
    
    <!-- NEW LINE: widens crafting info panel-->
    <set xpath="/windows/window[@name='craftingInfoPanel']/@width">807</set> <!-- was 603 -->
    
    <!-- NEW LINE: widens crafting info panel-->
    <set xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/sprite[@name='backgroundMain']/@width">807</set> <!-- was 603 -->
    
      <!-- Remove existing ingredients rect.  Only 1 column, 5 fixed visible ingredients -->
      <remove xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/rect[@name='ingredients']" />
    
      <!-- Add new ingredients rect.  2 columns, 10 fixed visible ingredients -->
      <insertAfter xpath="/windows/window[@name='craftingInfoPanel']/rect[@name='contentCraftingInfo']/rect[@name='description']" >
        <!-- ORIGINAL width="447" -->
        <rect depth="1" pos="153,-95" name="ingredients" width="807" height="264" visible="{showingredients}">
          
          <!-- ORIGINAL width="450" cell_width=227-->
          <grid rows="5" cols="2" width="800" height="231" cell_height="50" cell_width="336" repeat_content="true" controller="IngredientList" arrangement="vertical">
            <ingredient_row/>
          </grid>
        </rect>
    
      </insertAfter>
    </configs>

     

    here's what it looks like for me:

     

    Screenshot from 2022-01-08 18-54-54.png

     

     

    That did the trick much better than my toying with numbers was doing! I fixed that grey line the other day, i don't remember the name of that window off the top of my head but i'll dig through my changes and see if i can find it for you. Here's what mine looks like now thanks to you.
    251570_20220109030858_1.thumb.png.32852e1d1d15118c4c706d4e72ef8131.png

     

    Now it's time to start overhauling recipes. You rock!

  4. On 1/7/2022 at 6:49 AM, arramus said:

    Yes, this is a very valid point. Actually, it is also the very first time it has been shared in this thread from what I recall.

    When considering the best way to add the Turret Guards, there were a few things to consider:
    - Keeping it server side only so that players didn't also have to download the mod by themselves.
    - Using an entity class which allowed the Turret Guards to maintain their human identity and behavior.
    - Balancing the benefit of having Turret Guards so that the unlimited ammo came with a trade off.

     

    Adding code to keep the guards in their human state, but also allow them to receive ammo from a player, and possibly by association also needing to have their weapons repaired with use, is complex and demanding and doesn't appear to be within the realms of what can be done by xml coding alone. To do it effectively with third party code would remove the EAC option since many features were no longer following default values. This was not something Server Admin really wanted.

     

    The balance this mod has now is:
    - The Turret Guards cannot be healed.
    - The Turret Guards shoot in limited individual bursts with a time delay between each shot.
    - The player receives 0 XP for their kills. This is actually quite a big trade off.

    The more Turret Guards or Animal Guards a player has the less chance to get that ultimate hit to receive final kill XP. That can seriously limit advancement, especially during a Horde Night. And even more so where players are in a Party and XP is reduced as the Party numbers increase.

     

    I get what you're saying and for some players it is exactly what they want. Especially if the above balance points still do not equalise with the benefit.
    One thing we can do to further reduce their benefit, is reduce the rate of fire even more. If this is something that you consider can be an alternative compromise for your own set-up, I can share instructions on how to do that.

    One possible solution is to have them add a buff when they spawn to themselves with a timer that will kill them when it runs out. That simulates them going back to the trader to look for new employment as their contract is fulfilled.

    That leaves the question of how to provide a means of continued employment. Which i know is something was being discussed in the NPCmod dev talks. 

    I think this method of getting the guards though provides the mechanism for fulfilling that. So the quest that rewards the placeable guard spawning block, you can have it also reward another quest that requires you to gather an item dropped by the dead turret guard when it dies then return it to the trader. Reward for that quest is an item that is only acquirable by completing that quest, and that unique reward item lets you craft a new guard release quest note for the cost of buying one of the guards at the trader and that unique quest item as your ingredients. 

  5. That or if you're running another mod that affects spawning in some way it could be circumventing the preceding code by this mod since all other mods will load after the ones that start with 0- so that would be a thing to check. You should also check your output log to see that the game loaded all mods without conflict. 

  6. 47 minutes ago, xyth said:

    They are uncommon spawns, but are around.  Nothing is balanced yet, mostly because this isn't primarily intended to be a mod used alone, but for POI builders and mod makers to use in their mods.  You can use it alone, but balance is then on you because we don't know how many or which expansion packs you might load.

     

    I am encountering them most often in areas on city edges and just outside of towns. I do see them other places, but they are more prevalent in that belt of rural outside of town i think. I also think their frequency is impacted by your max animals settings atm and the grace of RNGesus hitting those probabilities instead of wild animals. 

  7. On 1/6/2022 at 10:16 PM, doughphunghus said:

    @magejoshI'm having trouble replicating this issue.  can you link to the backpack mod (or the XML you're using) you're trying to make this work with?  I tried Khaines 96 slot backpack mod and it fit pretty well, and then I changed the width on it to 807 and nothing changed. It looks like your mod is making it wider than the 96 "modded" one I tried, and the "ingredients" are working but the "background" to them (the grey part with black lines that makes it look like a nice table) is not expanding properly.

    Yeah, so i used PhD Bigger Backpack and Secure Storage Chests (A19)-912-1-3-1596905870 mod all a19, updated it to work in a20 with no real issues. I customized it to be reduced from 120 slots to 108 forever ago at this point and disabled the lock slots lines in the windows.xml because i was already using khaines lock slots mod. I'm also using your nerfbackpack size mod and set that to 12 slots unlocked at the start. After i get this recipe window fixed i'm gonna make an action skill that only adds up very slowly while encumbered and running to unlock more slots. 

    Extraneous derail aside, yeah i'm at a loss on resizing the recipe windows to these sizes. I can send over my version of that mod if you have time to help.  Or if you can tell me which lines you changed the width values on to 807 and saw no issues that would probably get me to the right spot.

  8. 1 hour ago, ErrorNull said:

    once you're happy with the functionality, if you would plz share that mod and i'd love to try it too and then post it on the main page. 👍

    Most definitely! I love your work and will support it however i can assist.

    28 minutes ago, arramus said:

    I can confirm it is working with Improved Hordes most effectively. You may notice spot micro freezes more periodically as the non default zombies make their 5th-9th spawn (appears to be variable depending on your set-up) but this is on a case by case basis as some are noticing it more than others while some not at all.

    Most excellent news, i'd been holding back testing that one out of concern for how many other mods i'd need to write compatibility mods for.

    2 hours ago, mr.devolver said:

    Just find the sweet spot value and cap the damage to that value, I guess. :p

    Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things. 

    6 minutes ago, magejosh said:

    Most definitely! I love your work and will support it however i can assist.

    Most excellent news, i'd been holding back testing that one out of concern for how many other mods i'd need to write compatibility mods for.

    Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things. 

     

    actually

    I can bracket that effect and requirements out to space along their health % and that should narrow that gap properly. I'll take a look at that and get back to you.

  9. I think i forgot to mention it earlier but i changed the workstation icon and crafting icon for the ammoBench to a new icon so it wouldn't be confused in the recipes panel for a workbench recipe that wouldn't allow crafting when you opened a workbench. I used:

    	<property name="WorkstationIcon" value="ui_game_symbol_weapon_smithing" />
    	<property name="CraftIcon" value="ui_game_symbol_weapon_smithing"/>

    The CraftIcon line didn't exist before so i added that one in as well. Should cover having the icon appear in all the relevant spaces.

  10. I did test it while using a t10 sacred weapons aio mod pack machete that was doing about 1000 damage. Seems to work fairly well. I still knocked a 2200hp uma zombie back 4 blocks on third and final hit, but that's way less than i was getting before. I'll toy with the numbers and see if i can get it down to two blocks knockback. 

  11. Yeah that's because they are in the container and that makes them first in order of operations to check if they are selected to fill the count called for by the container. Then it moves on to the groups, because most of them are an unlisted perfect split probability balance that then calls on it's own list with weighted probability up to its count list, except when items are now throwing that balance off with their specific probability. Many of those lootgroups listed in the lootcontainers are in fact lists of more finely detailed lootgroups. Easiest fix is just finding a common item from the a19 container and seeing what group its in now and which one is the right fit if multiple is called on by the blocks you want it calling on. 

  12. 20 hours ago, doughphunghus said:

    I’ve been wondering how those “blended” maps look, I haven’t tried them yet, sounds like they work really well!

     

    I’m hoping to get the “dirt” back as I really miss it, and on my system it “hides” the fact my graphics setting are so low that things don’t render in the distance, so I will be trying to fix it :)

     

    FYI: I usually update this forum with “status” when I make several or major mod changes, so if I can get it fixed it will be posted here.  Currently I’m trying to balance the loot in my “you’ve got mail” mod as it’s really messed up in a20. Everything is supposed to be “rare” and every container I open has like 6 items in it… totally not how it’s supposed to be :)

    You've got mail is awesome. I love that every other container is full of mostly junk items that will fill your inventory. However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability.  And if instead of using a prob number you used something like 

     loot_prob_template="ProbT0"

    then the items will show up low prob first few levels and grow until level 60 or so where it will drop off until level 65 where you will not find them anymore.

  13. On 1/1/2022 at 4:10 PM, doughphunghus said:

    @RBN: I lied, I was able to get to it sooner.  I scoured the mod a bit closer this time and found 2 items that were renamed in a20.  Hopefully I got them all :)  The updated version has been uploaded to github just now.

     

    "action figures,etc  could be placed like decorations": Welll.. currently they are just the images of the the large (human sized) "mannequin blocks" so if they were placed they would be huge (and they're action figures).  To make them placeable I'd have to add 3D models and that would "break" the mod for servers, which I'm trying to not do.  Maybe I can come up with something, but no promises on this one :)

    Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry. Then just make a spawner block and make that found item that, so you place it and it gives the preview of the spawner block which you can use the mannequin block to create i think so you can see facing and then place the block and the tiny version will spawn into that space.

    edit- maybe even use the umazombie template for this so you can use the player archetypes and make action figures out of each of those.

     

    Also, while i know this isn't your problem to deal with I'm at the point where i have to admit i may not have enough understanding to fix this particular issue. I've got the UI add 5 recipe slots mod installed and a larger backpack mod. I setup the inspect panel to match the width of the new backpack size, but i keep struggling to fix the layout of the ingredients list to match the new size of 807 for the backpack window. 251570_20220105065427_1.thumb.png.810f6a3879979dabfc58295ddda30414.png

     

    Any help or guidance would be greatly appreciated.

  14. yeah i did a direct edit as i was just trying to get it to work how i wanted and there's one item that is unique to my purposes and can be removed or altered to a vanilla playthrough easily. actually i'll just do that real quick to make it easier. It was ClassRandomGearBonus bundle and its random items, i swapped them to pocket mods. 

    https://drive.google.com/file/d/1C3bvuhSaSV73X6nQdKK4R3snmI2GIUhw/view?usp=sharing

    The only real changes are there in the items.xml.

    I did the recipes in a separate mod. I can send those over as well but basically i set all TA weapons to 1 ranged weapon token crafting cost to encourage their use. Then for ammo i made the costs 1, 2, or 3 ranged weapon tokens depending on if it was a box/crate/metal box of ammo. 

  15. 9 hours ago, arramus said:

    Interesting. One additional option is a 100% chance secondary buff damage effect from that tool/weapon/mod to a new buff specific to UMA zombies. Something that gives a secondary -HP per shot in addition to the EntityDamage.

    something like this?

    https://drive.google.com/file/d/1KYuuKi-BU4SU5Gb7IIxlXh_ML_845oTQ/view?usp=sharing

     

    Only issue there is like the one you outlined where you would need to reduce the HP of UMA zombies as well or it would take way too long to kill them. The biggest issue here is the debuff to damage needs to be on the player before the player deals damage to the UMA zombie. That's why i thought to put the trigger on the entityclass of the player and make it a short duration buff that can just keep being added every time the player attacks a UMA zombie. Would need testing though to balance.

     

    Unless you added one requirement to the buff so that the passive effect wouldn't work unless their health was at 10% or less maybe? That would mean some will still get missed by particularly powerful weapons and ragdoll but most should trigger correctly. 

    something like:

    <requirement name="StatComparePercCurrentToMax" target="other" stat="health" operation="LTE" value=".1"/>

     

    there we go, fixed it. Should work for these purposes. I'll test it on my end when i wake up tomorrow.

    https://drive.google.com/file/d/1bJQgd4ZBZO7CkA3br5vRduaHr7O7wZVC/view?usp=sharing

  16. On 1/2/2022 at 9:39 AM, NovaZone said:

    now to try and figure out how to add TA to JaxTeller718's Action Skills lol

    If you take a look at your Action Skills mod, in the config folder there's an items.xml file. Inside you will see how each vanilla item that interacts with item skills has had an effect group added and some properties set. Without those the new items you add with other mods will not interact with action skills. I'm working on that now and will share when i finish if it's not already done. I just saw TA was updated so i'm gonna grab that so i can work from the latest update. 
     

    Also, Tristam I love ReClass, great idea! I wound up adding a recipe for that random class and adding all classes to it's random selection. Then i removed the random items even and odd bundles from recipes and added them as possible random chance items to a rebuilt wildcard class to make wildcard more random like the original wildcard class  from valmars starter classes while sticking to your template as best as possible. I'd be happy to share if you want it.

    ahh cool, Tristam I see you already did a compatibility. Scratch one thing off my todo list thank you very much. You Rock!

     

    LOL really should have read the OP first, and checked for updates yesterday as that would have saved me some time. Keep up the great work, it is much appreciated!

  17. Sorry i solved this conflict with NPCmod last night and forgot to share. 

    Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file.

     

    
    	<!-- mjedit to harmonize with NPCmod -->
    	<!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > -->
    	<insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

     

  18. On 12/30/2021 at 9:52 PM, doughphunghus said:

    @ate0ate: I found the issue, fixed it (hopefully) and uploaded the new version to github.  I'm betting this bug was there in a19 as well...

     

    Your idea felt right (I thought I had gotten something cut in half) until I found what it was. The bug was weird but it took a bit for me to find as I'm not too familiar with how buffs work. I had a variable in the wrong place and it was always using my maximum infection counter time which is 3 hours for one calculation, and the RNG roll for infection you get for everything else.  The "cure" rates weren't being cut in half, it just appeared that way due to a few ways math and RNG hit more often.  Once I tested more I was seeing some cure rates were being cut into fourths and other odd small numbers....

     

    Having looked at that... I also just noticed this in case anyone runs into this:  If you take a "cure" (like honey) and the infection % and cure % look identical in the UI: the cure might not completely cure the infection.  Its a close race but it looks like it can happen ( probably a tiny bit less rare with my mod loaded). It has to do how the game does infection and is not a bug. The "infection" and "cure" math doesn't work on "percent" with 1 decimal place like it shows in game, it has more decimal places in reality.  This means that you may see "you have 5.0% percent infection" but in reality it might be 5.09% so when you take the honey cure (5%, well it has all zeros: 5.000%) you can "see" it giving 5%, but when you hit 0.0% in the game UI it might actually be 0.09% (or something like that) so the honey won't cure it completely and it can climb back up.  Just pointing this out as its a likely rare edge case and the game normally works like this BUT since my mod adds to the "infection speed" a lot so its possible you might run into this edge case more often than in vanilla Even this description is a bit off on whats actually happening but its close enough.

     

    Also: I might be wrong about this, just what I think can happen given the digits shown in the UI are cut off from the behind the scenes math which has more digits.  Maybe the game compensates for this with rounding or something and I'm not seeing it.

    Yeah i used it in a19 and always just assumed it was on purpose to represent how aggressive the infection is now, so you need to take more cure% than what is listed as your infection% and keep an eye on it.

  19. On 12/29/2021 at 12:48 PM, arramus said:

    Sure thing. Tinker with it all you like. After the XUi is resolved I expect it’ll just need some updated loot settings. 

    I'll keep working at it but as of yet, i'm having no luck. I can get the red error gone, but then i cannot get the window for the lootbox to open even though press e to open is still there. 

  20. On 12/22/2021 at 9:04 PM, arramus said:

    A quick check on the Loot Box Add On shows it needed one small change for an insertAfter prompt:

     

    <insertAfter xpath="/quests/quest[@id='quest_tier6complete']" > to tier5complete for quests.xml since it no longer exists.

     

    The second issue relates to an XUi controls.xml warning.

     

    Line 52: <rect depth="2" width="30" height="30" pos="0,0" visible="${visible|false}"> is not being accepted on this A20 update. I shall ask for input from modders who are accustomed to XUi for a potential alternative or rewrite.

     

    2021-12-23T10:30:06 52.956 ERR [XUi] Control parameter 'visible' undefined (in: visible="${visible|false}") --- hierarchy:  -> windows -> window (RedeemInfoPanel) -> rect (contentCraftingInfo) -> rect (ingredients) -> grid -> lootbox_ingredient (1) -> rect (row) -> rect
    FormatException: Value is not equivalent to either TrueString or FalseString.

     

    There are other things to update after this, such as the loot.xml to match new A20 formatting and they'll be done in sequence as things are resolved.

    If you're still needing help with the Xui I'll take a look tonight or tomorrow and get back with you, I love the lootbox add-on. 

  21. @arramus and i were talking on his thread and i mentioned having had a similar idea for how i was going to update this one further. Here is the updated version with a fix preventing engaging the infinite gas bundle loop without max advanced engineering and three tier 5 or better tools and spending 10k gas to do it. 

    As before, if you want me to remove this post let me know and I'll happily support your wishes.

    Download it here (for alpha 20):

    https://drive.google.com/file/d/1FdnKOecJVu223_aK5lj5ewlc3OrSqtMg/view?usp=sharing

    What's changed:

    Recipe costs and output counts for crafting in the autominer scale based on the tier of tools used and levels in the advanced engineering perk.

    The autominer crafting recipe scales in ingredients and crafting time based on levels in advanced engineering, and unlocks at level 3 of advanced engineering.

    The autominer crafting recipes have had crafting type tabs added to make quick sorting to the recipe you want easier. There is the general resources tab with all resources recipes listed. Then the Desert Resources tab for oil shale. Then The Ammo Making Resources for lead, brass, nitrate, and coal. Then the construction resources tab for stone, clay, and iron.

    The autominer now has description localization describing in game what is needed to unlock it and what tools it needs to operate.

    Lastly there will be an incidental improved crafting speed of 1% per level in advanced engineering for all recipes unlocked by that perk. 

    As well that also means this mod will conflict with any mod that removes the advanced engineering perk, removing it's ability to function.

    251570_20211213190008_1.thumb.png.024804e541cadfa7b4691ca4c6557263.png

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