Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I know real life can get to ya, or maybe you've just moved on to a new game, so no worries if you don't!!
In the original version there was only a non powered version of it.
Care to mention what you changed on the campfire this morning? Don't have time to play today, but am eager to know what happened :)
Maybe in the future when rimworld version 1.0 comes out and game internals machanics are stabilized i will reapproch the materials issue programmatically instead of patching but theres a lot of work and testing involved with it
Regarding the recipes/materials/balancing issues that is a common problem with every mod altering the crafting/building tree and there's very little a modder can do to prevent this, unless releasing specifically tailored compatibility patches to every single other mod.
At this point this is left to the player choosing wisely which mod can get along with each other and which not
Would it be possible to change logs into planks and steel into steel bars for everything else? Is there any way to do this without effectively removing steel ore from the game...? I've been liking the mod, even if it takes nearly 2 years stuck in the research room to understand how to make a chair, but having other mods clearly is not meant to go along with this mod. Not only on a recipe point of view, but also on a balance point of view. Things like having Generic-Leather mods to turn all leathers into 1 helps a lot with bed-rolls, but things like VGP's "Food Prep Tables" make it so you can produce many kinds of meals and drugs early, since all it takes is Steel Ore and Logs.
i tried to run a full gameplay of the mod yesterday and i felt that jerky and salads with the same stats of SCA11 were too unbalanced...i also noticed that maybe research points for core advancments are too high ...even if i managed to get to mid game techs it was really really painful lol....
Rebalance it to be a bulk only recipe, and make the meals be consumed in bulks like berries and such. Perhaps rename them to "Prepared Vegetables" and "Smoked meat" might help that notion. Even though the colonists still will take a while to ingest the meals, they will eat more of them at once avoiding the "it took so long to eat i need another one" thing. Only the work amount needed to prepare them is unnacounted for, i don't know how much it is now, but its definitely too long for what it produces.
The rest not so much.
Even if i rewrote most of the code for the training dummies because was pretty bugged even in the original release
few minor things when i looked over it:
- some linked/atlas textures are not 320x320 (for example lighted walls, embrasures etc.)
- in joy/ship categories you still have only the old ressources
- some textures are very dark,since you changed them to be made out of stuff (for example blast door turrets etc.). i think in they were in the past one material only, coming out lighter at the end. so i would suggest either lighten them up a bit if you want to have the stuff made out of or remove it.
really glad someone took this massive project on^^