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https://steamcommunity.com/sharedfiles/filedetails/?id=1542310718&searchtext=awwscrap
Basic AwwScrap compatibility was simple, so that's added now. I may look into adding scrap types for the new components as well, in future, depending on what that takes on my end.
I imagine water purification and emergency rations at the lowest tier; food production, basic hydroponics, and the crop grower at the next; and the advanced hydroponics at the automation tier.
Of course, you'd have to get in contact with the mod authors if they'd allow such integration. They seem particularly sensitive about other people defying their copyrights (thanks Keen) but I think they'd be reasonable about integrating with another mod if you asked first.
I'm about 3/4 of a decent builder and would be happy to help with something like that, assuming you want to do it and feel help would be valuable.
If you have no interest, would you be willing to give your blessing to someone else to create such a mod?
Shields - I've added the Field Emitter to the list for the Nanoassembler, no cost changes for now. Having an altered recipe for it causes some problems if you're *not* running that shield mod, so I'd want to find a way to make conditional changes to existing recipes
NPCs - Honestly I don't play with NPCs much, so it'd be pretty low priority for me to make a mod like that. Anyone else is of course welcome to do so if they'd like, and link it on the main mod page comments
So... i really want support for AwwScrap, so i made Console App for converting Industrial Overhaul Blueprints into Scrap
TBH i have no idea how to test it, because i know nothing about modding SE, there is problem with Display Names (for example supercounductor in your blueprint is using "DisplayName_Item_Superconductor" so i guess its for some Translation and i'm just adding "Scrap" to this name
1 Scrap is eqaul to all ingots required to craft this component and all Prerequisites
Size/mass/volume etc are from AwwScrap default
https://pastebin.com/cK8EycKm
I can also send you source ;)
Edit: its working :P https://imgur.com/a/QyheHio but changes to AwwScrap are required, required changes are in comment on pastebin
looks pretty cool your mod. Just expanding and giving a real feeling about progression.
There is one major thing in SE that bothers me a lot. Using Hydrogen for Engines (because I need more Energy to produce Hydrogen than I can receive from burning it back to water). That just not logical. And that is something that really makes up the game.
On so does your mod. It is about creating a realistic and sciens approved exprience.
Is there a possibility to change the hydrogen engines so it can run on your oil?
That would be super cool and far more realistic.
I'm eager to see what we will get from you in the future. :)
And yeah, the hydro engines don't make any sense, here or in vanilla. In the end it's a concession to gameplay; they're pretty much required as an intermediate power source. I could potentially have the electrolysis process take more power than you get back, but honestly I think that would harm the gameplay.
They have, however, had their fuel consumption increased significantly over vanilla
This is a great looking mod, definitely going to be giving it a go in the next survival run.
Currently I'm using Enenra's Vanilla Tech Tree:
https://steamcommunity.com/sharedfiles/filedetails/?id=2307652535
For JTurp's Research System Framework:
https://steamcommunity.com/sharedfiles/filedetails/?id=2307665159
Would you consider doing something similar for your industrial overhaul mod? So that, for example, not only would progression be dependent on finding the resources, but unlocking the schematics for each new tier of refinery/assembler type building.
It does sound like a lot of work though, so I totally understand if its not happening.