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looking foward to it.
I refuse to ever go back to using crap like "krakens better dinos workbench" or "cliffins weapons smithy".
that when you added Custom Modded Items to the Structure It works fine, but eventually the Structure loses all the Vanilla Items in the Game from being processable.
Unfortunately adding an item to a structure with this mod also removes folders from that structure, so that all recipes are shown simultaneously, always. Is there a way around this?
So, no :)
If you want, head over to the modding discord. Adding new recipes for existing items is like a 5m mod. Maybe someone will make it for you or you could commision it.
I have one suggestions - would it be possible to add diffrent recipes for different stations?
Like item X in container A costs normally xyz resouirces, but in container B it costs abc resources?
That would be really great and a much desired option for someone who is not a mod maker oneself.
For context, I mean items that are already in the crafting station by default, such as a saddle in the smithy.
And thanks for this update
*- structures now accept resources for items correctly, that have ini overrides for crafting costs
@Caehleb Will fix. Cheers.
Unsupported context object of class PrimalItem_ItemInitInventoryAdditions_C (SuperClass(es) - PrimalItem, Object). You must add a way to retrieve a UWorld context for this class.
One Question:
If I add a modded item to a restricted inventory, such as a forge, everything works great. If the modded item requires apples the forge will accept apples; however, if I change the crafting requirements in Beacon to require oranges it does not work. Is it possible to add this to the mod or is it already implemented and I am doing something wrong?
In particular i would like to know if it was possible to add taming elixir to a crafting station? We want to play without flyer while having a way to get this item, so could be the solution if it works
As for personal inventory, it's on the todo.
I wouldn't worry about the dmp file for now.
Do have a suggestion... The "Free Crafting" option makes whatever is being crafted totally automatic - as in it starts crafting whether you open the crafting structure or not. I can see where that might be handy with slower crafted items. What about an additional option for the crafting of items manually but without the required ingredients. For example, I'd like to create a storage box that I can craft Kibble with even if I don't have all of the Kibble ingredients, but I just want to craft a few at a time. Don't *replace* the other option, maybe just add another option?
Your quality work is, as always, appreciated.
recently has been undone randomly and i have to go back and see if the save kept. apparently this one's ID number got undone so while i was on the map i didnt realize that had happened and thought buffs begone was messing with it. not entirely sure why the gui.ini is resetting to previous changes randomly, but that's why it wasnt working for me.
@Dark Works just fine as far as I can tell. Did you enable GCM, as per instructions?
great mod again good job bro you helped so much and make the game more better