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Thank you
@Sadjuuk no problem at all.
Unfortunately furnitures are not ready yet..
Also in one week I will release the furniture mod, with one new thing I found by mistake : vents and coolers that you build on the walls, instead of create a hole through them each time ! (I'm proud of them).
Hope you'll enjoy
Also you can see some textures for the next furniture mod, your proposal are welcome :
https://ibb.co/kf63eU
@Toa_J : It's Nothing important, only a change of texture and the use of wires, which cost 10 less steel if I remember good.
@creeperslayer2009 : Thank you !
Any chance of making a "Lite" version to avoid crossover/conflicts/clutter?
I made a modification for my own personal gameplay that did the following:
- Removed all sub-materials except for Concrete
- Adjusted costs for recipes/buildings using those materials to their equivalent Vanilla resource values, and added a bit on top to account for the lower investment into machinery.
- Removed redundant production benches.
- Removed dead menus/dropdowns/etc.
For info the furniture mod is started, the code is ready, some textures too. For the moment it adds 6X5 tables (6 sizes in 5 materials : wood logs, wood planks, steel, glass and advanced materials), 3X5 chairs, 4 différents surgery tools, 3 wood heaters, 3 electric heaters, 3 coolers and some banners and propaganda stuff. I hope to be abble to add mood bonus with banners and propaganda screens and panels.
- The solar panels do the same as vanilla ones, but sized : 4X4, 5X3 and 2X7, witch is good for who want to put them bellow wind turbines,
- For the bessemer and following it's a good idea to add recipes in that way yes ! I thought to add smelting weapons recipes too, will be for the next update,
- Painted walls are only for visual if I remember good, I don't think I added beauty value for the painted stuff, I will check also this question for floors (=> next update witch will be mainly for balance) Camo walls give a bonus of cover though.
- Asphalt is good to make roads.. And I like it with yellow painted lines on it... But again, it's good idea I can add a small speed bonus ! For concrete no, it's only a floor..
- And finally for bridges, I never used them for the moment.. So maybe one day..
The update of today adds :
- An advanced refinery to produce hydrogen, and certainly other things in the future (I need the hydrogen item for the rockets and turrets I'm doing),
- A hydrogen generator and a portable fuel cell, with 2 new researches,
- 2 diesel generators with 2 new researches,
- A new type of wooden wall, steel wall and armored wall.
I removed many lights textures to make the mod lighter,
I also removed the glass fence, the glass partition replaces it.
Also you will find in the pictures of the mod a board with the caracteristics of all the generators.
Normally today I change some stack limits for items, and add new researches and 4 generators.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946390822&searchtext=Research
If all UN mod's research was possible to move to it's own tab that would be so awesome.
Thank you very much.
The fuel oil research will give you in "UN-Industry" a new refinery and a first fuel oil generator.
Say me if it helped you
I'm trying to figure out why I'm not seeing the diesel generator. Please find the screenshot via links:
https://ibb.co/npzXZ9
https://ibb.co/dsqvnU
https://ibb.co/k4P5nU
Could you please point out which exact research is needed? Also could I suggest to transfer all research related to this mod on it's own research tab? Thanks again.
@theevilblackcat would be cool yes ! But It's impossible (for me at least), each item have a max value. The values I can change are for the item I added, and they will evolve, recently I set 150 for steel plates and grids.
- The "Construction Machinery" replace now the paint, concrete and glass machineries,
- The assembly line is replaced by a larger one allowing me to add larger recipes for furnitures, turrets and defences,
- The Metalworking line is replaced by a larger one too,
- The rolling mill and associated upgrades desapear,
- The furnaces now build directly steel plates instead of steel slab,
- The steel slab desapears (you will have an error message if you are in dev mod, ignore it)
All old buildings are now "old machinery", you can unconstruct them to take bac components and other stuff.
@Kalisa : The basic metalworking bench has now 3 new bulk recipes for plates, tubes and grid.
Besdies that, i look forward to see what kind of new structures or mods that get added with these materials :D
Also industrial teir civilizations will have some degree of automation through the use of robotic arms and belts.
I use zombies mostly but thats just me
Either zombies or work droids
@Sentient_Worm : No it still need a pawn ! If I change that one day it won't be for B19 !
@Enlonwhite : In the code I give names that all start by "Sadjuuk" for all items, recipes, buildings etc.. and it's a very simple mod so normally there is not big risk of non compatibility.
There is 2 things I wait to see : what it does with the vanilla research tree (but vanilla only) and how react the paint lines and fences if a mof use the same linkFlags as me (will be visual problems only)