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[SPUK] Advanced Structures
   
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Content Types: Mod, Structures
File Size
Posted
Updated
12.325 MB
Jan 25, 2019 @ 8:34am
Jan 9 @ 11:08am
22 Change Notes ( view )

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[SPUK] Advanced Structures

Description
Mod-Version:
0.11.1

IMPORTANT!!! - There is an issue with structures not dropping their inventory, when picked up - destroying will work. Since 0.11.0 there is a temp fix in SPUK, preventing pick up of non empty containers. But this is a vanilla bug, so this is a problem for every mod, that has pick up.

Join us on Discord[discord.gg]
with patch announcement service - just get yourself assigned to the serveradmins group, I will mention this group shortly before a patch update (1-2 hours) and when the patch goes live - you will also find the upcoming config options there

##########################################################################

What´s new:
  • new structure: hugh storage box in two variants (Ship Cargo box with and without rack, default slots 150)
  • new structures: hanging noose, gibbet, guillotine (removed durability, stack size 100)
  • adjustment: second part of the rework to optimize code (buildings, storages, crafting stations, ...)
  • adjustment: storage structures will now remember if they are unlocked upon server restart
  • adjustment: raised the default carry weight for elevators to the new vanilla values (1400, 3000 and 6000)
  • adjustment: pick up is now disabled, if a container is not empty (this will be removed after the corresponding vanilla bug is fixed, exception: lights and lighthouse)
  • adjustment: when pick up is disabled because of damage or non empty container, the radial menu will show a corresponding info
  • adjustment: shipyards have now configurable slot count and crafting speed, too (they all share two inis)

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Known Issues
Please see the SPUK Discord[discord.gg] for known issues.

Advanced Structures includes the following functions:
  • all SPUK structures can be picked up at any time
  • all SPUK structures can be crafted at the vanilla smithy
    including the ones normally crafted in the player inventory (still craftable in the inventory, too)
  • no extra station for the SPUK structures needed, everything can be crafted at the vanilla
    stations and everything added to vanilla station by other mods, can be crafted at the SPUK stations
  • all SPUK structures have a clean folder structure for easy finding
  • vanilla collision for all SPUK structures (please see FAQ to enable no collision)
  • damaged structures can´t be picked up by default, can be re-enabled
  • ini option to turn off the permanent pick up
  • ini option to extend the free pick up time if permanent is turned off
  • ini option to turn of pick up at all
  • automatic open and close function for all doors and gates
  • automatic lights (can be turned off server wide or on a per lamp basis; adjustable brightness, radius, color)
  • intelligent light switch (if auto on/off is enabled, but you need to turn on a light outside of the normal timeframe, you don't need to disable auto on/off, it will stay on till the next morning and then going back to normal on/off behavior, of course, this also works for turning a light off in the night)
  • auto open/close config for each door separately
  • ini option to turn off automatic open and close completely
  • ini options to override slot count of storage boxes
  • all SPUK structures with inventory are now locked by default
    and can be pin coded (PVE and PVP)
  • no fuel consumption for the wall hook
  • lighthouse fuel consumption can be turned off with an ini option
  • bank and crafting stations don't need floor anymore
  • pipe system with water intake that can be placed in all kind of water sources, can be set via ini option to be placed even on dry land
  • configurable additional support distance for building parts and no support at all option

To unlock the SPUK variants of vanilla structures you mostly don't need to learn a [SPUK] skill, everything unlocks with the vanilla skill. There are exceptions, where you need to learn a [SPUK] variant of the vanilla skill. At the moment these are:
- Basics of Building
- Secrets of Building
- Esotery of Building
These skills cost 0 points but you have to unlock the appropriate vanilla skill first.

There are also SPUK original skills, at the moment these are:
- Ancient Knowledge (includes the windtower and costs 2 points, you need to learn Esotery of building first)


At the moment the following structures are included:
- wood structures (everything from Secrets of Building, except the ship cargo)
- stone structures (with original crafting costs)
- thatch structures
- 2 medium gates (vanilla and 4x4)
- shipyards
- feeding trough (spoiling time and slot count configurable)
- preserving bag (turned off auto crafting)
- windtower (ancient air conditioner, doesn't work for tames atm, vanilla bug)
- crafting stations
- crop plots (snapping to floors and ceilings, plant everything everywhere, real small crop plot, large crop plots gets some benefits for beeing bigger, can be placed on ships)
- pipe system with water intake that can be placed in all kind of water sources, can be set via ini option to be placed even on dry land
- cheat box (can only be spawned in, includes every SPUK item for easy sandbox building and testing, refills on button click)
- water well (works mostly like the intake, but when place everywhere is disabled, you still can place the well at locations the intake won't work as the well is digging deeper in the ground for water)
- new building variants for large storag

##########################################################################

Next release(s):
Please see the SPUK Discord[discord.gg] for upcoming changes.

Further out:
- more missing structures
- big walls (1x4, maybe 1x12)
- more windtower variants
- breeding helper for heating
- option to choose between old and new stone crafting costs
- remodeling of the medium stone gate
- reinforced stone structures
- new gate variants (2x2, maybe 1x2 and big gates for ships)
- texture fixes
- new building parts (round corners, half floors, more windows, ...)
- new structure themes (colonial fort)
- alternative textures for existing building parts
- glass structures (no modern design, no metal/glass combi)
- lots of ini options
- pick up tool
- snappoints for more structures like beds and storage
and more

##########################################################################

More detailed informations

Mod-ID: 1634787296
Ini Options
Detailed Weight Changes
Spawn Codes

Supporting my work
Donation with Paypal[www.paypal.com]



Popular Discussions View All (11)
93
May 30 @ 1:40am
PINNED: Suggestion box
Harley Quinn
39
Oct 12, 2019 @ 1:15am
PINNED: Bugreports
Harley Quinn
13
Mar 5 @ 12:40pm
PINNED: Link your servers here
Tripse
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338 Comments
SMooreAce Jun 4 @ 8:16pm 
format c: /q
Coffeeaholic Jun 4 @ 7:14pm 
for some strange reason I can no longer make any spuk items in the smithy, any smithy. I think this has to do with my save file slowly corrupting, (atlas tab map suddenly went blank, m key map only showing the grid I'm in. etc) but I have no idea...
TaggRzz May 27 @ 5:11pm 
Haha all this time using this mod I never found that.. Thnx
Has anyone else tried the lever for the lights?
SMooreAce May 27 @ 4:05pm 
Press T
Harley Quinn  [author] May 27 @ 2:10pm 
The second standing light is a T-variant, just like you switch between normal wall, wall with door or window. For the lever, I have no idea, never worked with them.

Regarding the issue with the lights on singleplayer, I am investigating. No clue what is wrong there yet.
TaggRzz May 27 @ 2:02pm 
Adding to the lights... I have restarted many SP maps since we last talked about the lights not turning back on when restarting a game. Is there a ini setting when need to put in for SP?
also in you pics above show 2 standing lights, 1 on the post and another on a hook attached to the post, where do I find the 2nd one. and finally how do I get the lever to work to turn on all lights
Harley Quinn  [author] May 27 @ 10:47am 
Yes, if I can manage to check for "is on ship" then there will be two config options prevent pick up of cannons and prevent pick up of canons on ships. That should make everybody happy.
Olly May 27 @ 10:16am 
Or maybe an .ini option that allows both if the server admin chose to? If you could be persuaded... One of the scenarios that's irking us is we would like to redesign or rebuild a ship now that we have used them for awhile and gotten a feel for what we want to, but it seems silly that I can't move the good cannons we've acquired or built to the new ship. That's absurd, especially if you're playing PvE. It feels absurd not to have the option in the config, like Ark did for so many of the quality of life options that worked ok in PvE, but not PvP. Maybe if the devs come back it would make it into an update eventually. Same for sails. It would be wonderful to be able to swap them out, when at anchor, without having to demolish them. Even if there was a cool-down on placement.
Harley Quinn  [author] May 27 @ 9:17am 
I am with you for the ship. But my focus is the land. And if the canons can be placed there, too, I think pick up is fine. At least for PVE, I myself don't like PVP. Maybe, but just maybe, I can add a function that prevent pick up on ships, but allow it on land. I will see.
SMooreAce May 27 @ 8:37am 
I get where youre going, and agree that a server owner should have a choice. But in realty, those wheels are there to assist in preventing the cannon from destroying the ship from the recoil. A cannon that sizes was rarely, if ever, moved around or swapped out for a larger one on the fly!