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Only problem I have with it is that there is a bit of german leaking into the english version. You have "Reis" and "Weet" farms where they would be "Rice" and "Wheat" in english. (There are other things like this in there, mostly in the ingredients listings I think)
Are you open to other modpacks being submitted? I'm working on one that would be fun to see in there when I've had a chance to fully test and make sure it's all working and balanced.
Thanks for your reply. I will try to improve english version soon (Maybe in christmas time, ill have 2 free weeks in this time).
About Modpacks: The current database structure makes it a lil too complicated to add other modpacks. Maybe I will improve this in future to make it more easy to add new modpacks.
An even better thing would be, to make users able to create their own modpacks on the website. It would be great to improve modpacks by simply simulating production chains and so on. But Im not sure if I will ever do this.
I don't know how the database is generated, but maybe a way for people to upload their own goodsindex.lua and productionsindex.lua to populate it with? If you could generate it on the fly from our uploaded files it would be a way to make it work with every modpack ever.
Just an idea.
Also allowing for loons like me that add a bunch of things to the goodsindex so we can add even more stuff to productionsindex. You'd be making this tool super compatible with all possible modpacks from anywhere.
Also productionindex.lua does not contain consumers... hmm this is getting even more complicated. Im afraid this does not work very well.
I just got another idea: creating a web gui to manage custom modpacks and then generate the productionindex.lua und goodsindex.lua automaticly. You could download the mod files and insert it into your modpack :-D
You just had to manually modify modded consumers, all goods and factories were automaticly created.
Trying to nail down all the consumers would be tough since there isn't really one place you could see all of what they buy.
Having a way to automatically read the productionsindex and goodsindex that we upload would cover all possible modpacks, just not all of them at once. Ultimately I have to mod those files locally for every server I play on (or at least it's been that way for me, otherwise I get blank screens when I open stations). All I would need to do right now for your tool to help me plan my custom factories is have it read my copy of those two files.
Trying to factor in what consumers will buy would be too complicated. Do they all consume things at the same rate? Or do stations with more max capacity consume faster? Really I see this as a way for me to figure out *exactly* how many energy cell factories I will need to keep everything I build supplied. How many more steel factories will I need if I add that processor factory, that sort of thing.
Even if you don't support uploading our files, this is still an awesome tool which I am going to find very useful after the map resets with this next update.
Im not sure about the consumption rate on vanilla servers. On our server it consumes the whole cargo in 7 days, but this is modded.
Modpack Manager.
The modpack manager will make you able to create your own economy mods, even without any programming- or modding skills. It is a web gui for modifying all factories and productions or add new ones. Then you can automaticly export the mod file and insert it to your game directory to make your changes available ingame.
Extending the gui for also editing goods is planned.
This tool is in beta state, use it with care. If you find any issue please let me know via mail or contact form on the website.
https://avofactory.scrap-yard.org/en/modpack-manager.html