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As for the spawn ids for the potions:
Shadow Lust - shadowfullmind
Shadow Walk - shadowtraveling
Shadow Host - shadowfullbody
Hope that can help, and I'm glad you enjoy the mod.
And there is no type of "Legend" for the potions. If they were not already hinted at by the name, it might just be a trial and error type of learning. I don't think I put the actual effect name in the description of the potion.
Starbound was limited to a certain few buffs, but I noticed that there were even fewer ways of obtaining certain buffs. One such as Energy Regeneration was one that was extremely rare, but now with the potions, its a little overpowered in terms of magic and secondary energy attacks. Either way, the mod was made for fun, not balance.
Thanks in advance!
The Armory Table I seem to be unfamiliar with. It's been quite a while since I've worked on this mod, and since have not viewed the files. I recently reopened up the mod files and didn't see anything labeled "Armory".
The "Enchanted Chapter" I assume is what you mean by Enchantium. That was obtained by using the Lost Chapter and combining it with Erchis Essence in the Codex Forge.
Thanks in advance!
Alchemical Reactions - Many Tabs Patch
For balance and lore purposes i would recommend removing the option of receiving any payment of powders that is made by forgotten alchemy ages past. (or lower it by least 50%)
Man, I HATE the Blindness and Madness effects from FU. Can you give me some 3-ingredient recipes to create for CCCCC using Alchemical Reactions?
Still working on my CCCCC mod and wiki, once I do I will write an article.
Exception caught in client main loop (StatusEffectDatabaseException) No such unique stat effect 'energyboost'
Full body tonic works fine though
All Empty Flasks now give 3 upon creation, and all Salve-Type Flasks give 5.
Hopefully this will alleviate some of the burden of farming materials for flasks, and then farming more materials for healing flasks. This will also allow me to keep the same recipes for every other type of flask, while making it easier by giving the player more upon creation.
Hope you enjoy it!
Another thing is, the ID was just labeled MILK for the liquid, so as such I thought it was a cooking item from animals. What I decide to call my items in my mod is my own right, and if I named it anything else, the same would stand. My bad for not calling it Chloro Essence.
I thought about just deleting your comments as they are not constructive nor informative in any way, and instead are just obvious attacks on the mod and the creator but instead I'll leave them to make sure everyone learns about how NOT to leave comments on projects that we didn't even get paid for, and only improve your experience. Not to mention the mod is OPTIONAL. Don't like it? Don't play it.
Last time I checked, coconut is not an animal. Don't name the essense as such. This is basic game design.
Mod itself is cool tho.
During the first few quests, it walks you through how to start the mod, and then the Scientist leaves off with "I'll leave you to your Research, maybe you can bring out a new era in Alchemy!", and she only contacts you afterwards, as you progress and ultimately start to endanger yourself (spoiler).
so i found this mod
After subbing to all of my friends mods
i didnt know what added the Scientist's plea
Though why would a Scientist go into alchemy?
Scientists arent alchemists!
@Blobbernog, Should be compatible. I made sure to use my own tags, and items where it could be paired with other mods. Let me know if there are any issues with FU or this mod when the two are put together.
I then unpacked your mod with asset_unpacker so I could check the actual files. This is what it says in the golispowder.item file:
{
"itemName" : "golispowder",
"price" : 10,
"rarity" : "uncommon",
"category" : "craftingMaterial",
"inventoryIcon" : "golispowder.png",
"description" : "An unstable powder created by crushing concentrated Gold",
"shortdescription" : "Golis Powder",
"itemTags" : [ "reagent" ],
"learnBlueprintsOnPickup" : [ "AR_goldbar" ]
}
So yeah, you have some unneeded code remaining from some past update or something. It happens. Anyway, it seems like it's not breaking anything, so that's good.
"[Error] Could not instantiate item '[AR_goldbar, 1, {}]'. (ItemException) No such item 'AR_goldbar'"
Got it when I turned a goldbar into powder, I think. It tried to teach me a recipe for an item that doesn't exist.
I GREATLY appreciate your support and I'm glad you enjoyed the mod. It was a blast to make, and I'm glad I finished the most of it, with exception to the later-half of the story.
I will not leave you in vain, however; the hint to the Secret Chapters are actually on the graphic of the pages. If you look at the recipe for the Secret Book, the pages all have a striking resemblance to something else you can craft. Perhaps if you sacrificed these items...
-The Dark Table knows all, and Gives Rewards only to those knowledgable.
Also complicated.
We are going to be dissecting your mod, and will be doing the following:
- Codex text review
- Ithorian peddler item listing
Items will be examined for their /spawnitem names and then assigned a pool, either as common goods or rare ones. I envision peddlers selling ONLY the simplest powders and essences, with mid-level machinery as an "ultra-rare".