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I should also notify that I'll be closing comments section for this module in a day or two (making it just as it is for other modules) - you may leave your feedback inside comment section of the "Update (was) Undone" collection, since it is now considered the main mod page containing most information about it.
As about bandages - they give a half part of organic fiber because you craft 2 at once; I made it work the same with most of the items you craft more than one at the time; with some other items (like flares) I simply made them undeconstructible.
Thankfully we encountered the ammo box thing at the end of our session and i was gonna call it a night then and it should give you ample time to look into it.
Ahh hell me, did I use the wrong parameter once again in exact same mod? That's hilarious.
I'll look at it
*Bandages (Supposedly from what my brother told me) would not give a partial return in organic fabric.
*And ammo boxes did not consider the amount of ammo in them on deconstruction giving you the full yield (Which is useally Steel, Lead, and Titanium) even if they were empty. Resulting in the ability to deconstruct empty boxes and turn them to full for free.
Everything else was pretty much fine so id recommend a recheck on the ammo boxes and a recheck on the bandages as Empty ammo boxes are suppose to only give you aluminum as the amount of the other materials in said should be equivalent to the ammo in the box. And bandages should give one half of a organic fabric since one organic fabric creates 2.
Should be fixed now!
GmbH/Barotrauma/WorkshopMods/lnstalled/2824568682/ltems/Weapons/TurretsAndDepthCharges.png" not found!
No, Basic module doesn't cover crates/other subdivided categories, they are completely standalone.
As for the crates, there's always 1:1 for both variants - the only difference is if they become craftable or not (and it's the common principle for all modules you have to choose one from - one version only edits output and another also adds new features).
You are too kind; thanks a bunch tho!
Still, I do really hope it haven't came out too buggy; I had next to none of the chance to test it properly, so I can only rely on my own focus during the work.
The whole Update Undone mod hits 2.0; this time I've made a collection with different content packages for you to choose from, so you could exclude things you don't need/those which could cause conflicts with other mods you use.
Now this page relates to the "Basic" module, including most of craftable items. For other modules, see Update (was) Undone collection.
And just as usual, feedback will be highly appreciated, because with such amount of items it's very easy to overlook for something.
2. Yeah SMG Ammo or Magazines now stack 2x
What do you mean they don't, we've been playing our campaign for the recent month and things like shotgun shells and flares were stacking exactly x12.
As for SMG magazines, they weren't stackable from the beginning and they aren't in the current vanilla game.
Glad to hear it's not only our crew who needed those reverts :D
You're welcome! X)
Only if you make a different override that only changes the crafting output values. Or overriding this override to returnin things you don't need to their vanilla state.
There are no many huge changes in here other than crafting recipes, if you don't count the duffelbags that are held with one hand and not deteriorate with time.
Other than that change, the rest of those little additions can be simply ignored (like crafting cargo crates), they don't make a big change unless you're planning to farm aluminium and rubber by killing your crew in order to get them wearing respawn suits, heh.
You need to make sure the steel and materials outside aluminum that the materials gotten are in ammount = to ammo left. And that fuel rods and there fuel source like Uranium are equatable to fuel left in the rod.
Founded out when something (an item) like fuel rods that are empty can be deconstructed with Uranium 100% intact. Same with like ammo boxes and etc. If there is a possible way to fix this, it will be appreciated so I or other players don't accidentally "cheat" by reusing infinite fuel rods cause they can just be reconstructed to 100% again with no cost.
Well, basically their fabrication require just as much as toolboxes, the difference is in their item capacity and places they can be stored in. I just made a mod for my own submarine to use, adding the crate racks that doesn't fill up with cargo when you take a delivery mission, so you could safely use them as your own garbage resource storage.
>Here is hoping mods wont be are only solution to freedom of choice.<
You and me both, pal.
My opinion on the additions Is im fine with them if not sometimes happy with them especially with the ability to craft the crates as you can craft storage containers but not crates, Here there cheaper but cant be stored in storage only on racks and they take two hands so it makes sense.
I don't have a problem with the price, I have a problem with the decon not being 1:1 as the tedium and trial and error it wraps things in over an exploit that can be achieved by other means that not everyone will use. That im glad mods work to lend everyone freedom of choice the devs failed to give on this when making huge rather big changes at the drop of a hat. And even people like me who use that exploit it should still fall on you to enable or disable such things not be forced into one or the other.
Here is hoping mods wont be are only solution to freedom of choice.
That's one of the featues I've added because of personal need, in order to not make an additional override mod for this override.
If you don't need that feature, just don't use it; nobody stops you from dropping dufflebags at outposts in order to get rid of them, just as you had to before the update.