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I think you just raided by two dudes with very "matter-of-fact" personalities that didn't have all the facts
Mate, take your patronising elsewhere.
"A Modder" would also tell you to shove it for talking down to them for their *free* labour not being up to your standards.
Use the mod, or don't, that's entirely up to you.
@Gregarius
Yeah that's probably because I haven't updated the mod in 2 years and there have been game changes since. Seeing as how the core functionality and intended purpose of the mod still 100% worked, I didn't feel the need to look into it further.
When it isn't my day off and when I'm not being talked down to, I'll update it.
I compared your medmaterials.xml to the game's version using VSCode - that explains why paralyxis no longer spawns when this mod is enabled - the entire paralyxis section has been removed in your override.
Cave commonness is also borked all throughout the file. It's basically an old version of medmaterials.xml that will never update to any new changes the game makes to it so long as this mod is enabled.
No judgement, but @Grey is right. This could be done better.
Modding isn't one and done. Yes, it partly works, but others have said parts are broken. A modder would try to find, figure out, and fix issues. A modder would also care about file size, as it's a big deal in coding.
You're someone who made a mod, which is fine. If it works for you, great—like I said, most mods are for personal use, and sharing is a bonus. I wish you the best and hope it doesn't break, and as mentioned, I'll try again if there's an update. But if you want to be a modder, learn coding, optimization, and organization. Your subscribers will appreciate saving drive space, and future edits will be easier.
Have a good day.
The mod works fine, so calm down. I've been playing recently and could still find all the plants using my mod so all I can suggest is putting it at the top of your load order.
Yes, the spawning is a little fucky, but until plants get their own tag that I can just add to the Mineral Scanner, this is the best that I can do.
Why all the junk in the file? Because that was the vanilla file copied over. I spent 10 minutes reading modding documentation and even less time publishing the mod, I wasn't concerned with filesize.
Technically yes this mod works, but it's bugged - it replaces some plants with ore.
<Override>
<Items>
<Item identifier="fiberplant">
<AddTags>ore</AddTags>
</Item>
<Item identifier="elastinplant">
<AddTags>ore</AddTags>
</Item>
<Item identifier="aquaticpoppy">
<AddTags>ore</AddTags>
</Item>
</Items>
</Override>
and been done with it. Also, I haven't been able to find a single plant since I installed the mod. I don't know if the mod is working or not. So, if this ever gets updated I might give it a try again, but in its current state I think it's broken as I have not been able to find any plants to test it. To anyone reading this, my opinion of its working ability is based strictly on this and could be seriously off. Finding plants has never been easy to begin with but at least I used to find them. It's up to you.
Yup, still works.
And here's a zip containing the level that has plants immediately top-left of the sub when you start that I used to test. I figure this might help you if you wanted to mess around with some settings to see if it changes anything: {LINK REMOVED}https://drive.google.com/file/d/18SlFQmdGkYwfVaSWWrUsr-LCON5aDvmQ/view?usp=sharing
With the mod disabled, those 4 nodes are (from top to bottom):
yeast
slime
yeast
fiber
With the mod enabled, they become:
slime
lazulite
quartz
elastin
Every time.
Huh, that's either incredibly lucky or I have no idea what I'm talking about. Probably the latter.
In theory it shouldn't affect game balance a huge amount beyond a slight increase in plants versus ore, but that is still incredibly weird.
I got kinda lucky with the plants spawning almost right beside the sub on this level, that's why it was easy to check.
I think that might be a by-product of the resource spawning the game does during map generation. I don't think map generation is 100% fixed per level seed, so restarting the round and loading the round from a save will give slightly different results despite them being the same map.
As far as I know anyways. I'm not even sure if this is a bug or intended engine behaviour.
That sounds new to me, in my testing all it changed was making plants ping on the sonar.
I'll take a look.
Happy to be proven wrong, I did basically zero testing beyond "yup, that's working".