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Any chance of a 1.6 update?
- Updated to work for 1.4 too.
- WARNING If updating from 1.3 to 1.4 and a pawn is working on one right now as the save loads, that pawn might freeze in place. To snap them out of this, just draft/undraft them, or just wait for them to collapse from exhaustion, solves itself.
@Slaymeister, It's added in the description for those who want a higher difficulty!
@Evelyn of Theia, I see what you're saying, I'm not quite sure how that would physically fit, but would perhaps balance better, ye. I'll first update my other mods, and then play around with the values a bit.
I don't want it too much harder, just feel that the single most important item that naturally isn't craftable should have a bit harder a crafting recipe. Not even that much harder...
After playing with it some, I feel it's *almost* perfect. Maybe a bit higher intellectual and make the gold cost match silver, or even just reverse them, so it's 200 gold and 10 silver... since gold is a bit more used in high end electronics and isn't as easy to get as silver.
Could you paste a link to that mod? Then I can include it in the description for people who want a tougher version of the same concept.
Seems nice though. Gonna try it out.
The answer is: "No, but there is now a GitLab version! Since... A couple minutes! Good luck!"
( Link [gitlab.com])
The one that is loaded last (or lower on the list), should be the one that gets the final say (if there is a conflict).
But since other mods might implement recipes differently, or under different names/definitions, it may overlap/interfere, or may not. Best way to check is to simply have both mods active, and then create a new world, enter godmode, and test. Or yell the name of the mod in question, at me, and I'll check/test.
(Also check bills in workstations, as that's also one place where the conflict may out itself.)
@Рlαγζr 🐵, Glad to be of service, and good to hear the things feel balanced! :D
@Mezz, Thank you, clean, simple, yet related was what I was going for with the preview picture! So thanks!
But you make a good couple of points, it indeed isn't entirely balanced.
I wasn't entirely sure about what skill levels were needed, as my main guy is a quick learner, and has a great memory, so not really the ideal reference.
But since skills after level 10 decay again, I wasn't entirely sure of how high I should/could go, and added to that, it'd require a pawn who's relatively dedicated to 2 types of work.
But you are right, it should probably be higher, thank you for your feedback.
The amount of work I agree, yet also disagree on. (But will think about it regardless.) Indeed having 1 pawn slave away at something for several days is indeed quite boring, and can make a hick in colony business.
Yet on the other hand, it is a rare item, with great potential (ship, automation, research), and making it faster to craft than a bionic leg also doesn't feel right. (And usually you don't require many of it throughout a game.)
Add to that, that a player might have a base with 3 pawns, or 30 pawns, and suddenly balancing becomes very hard to decide on (imo).
But you make good points, and I thank you for sharing those 2 cents with me!
I'll think about it for a bit. And, if/when you decide to alter the recipe, do let me know how it works out balance-wise, and for the colony and/or game-play-wise.
Thanks for the notes, and pleasant greetings!
This is just my opinion and I can change the recipe my self so don't read into it too much but,
I think the Intellectual and Crafting should be much higher and the days of work should be 1 day of work.
From a gameplay perspective having a pawn not working on anything else for 2~5 days is boring.
For making something only the Archotech's can make, the intellectual seems low. I would put it something along 13~15.
Just my two cents :)
(As per requests)
Made the AI Persona Core also craftable:
- Requires AI Persuasion (Ship Computer) to be researched
- Made at the Fabrication Bench
- Cost: 5 Advanced Components, 50 Plasteel, 25 Steel, 10 Gold, 200 Silver, several days of crafting (after all, it is a very advanced and expensive late-game item.)
Renamed the mod from "Craftable Techprof Subpersona Core" to "Craftable Cores" as this is now more accurate
- WARNING As the mod-name has been changed, it will now need to be reactivated in your mod list, make sure to do this, as otherwise any in-progress cores will disappear upon world loading. (So also make a backup, just in case.)
Compatibility: Due to the added recipe, the mod might be incompatible with other mods which also add the ability to craft cores.
Also removed some code which could've added another recipe, which shouldn't've been there. (It was a remnant from figuring out how the recipes worked.)
Fixed text only being displayed partially under a specific circumstance.
Though I could add that if there's demand for that.