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Biostasis/Amber Pantries: buildable requiring sap that functions as a tribal fridge for Ecotech specific foodstuffs or items.
Grove Apiaries: Farm or defense involving wasps/bees or other insect hives you may wish to build. If possible a future interaction with Sarg/Oskar's Alpha Bees mod for additional options, but not required atm.
Revitalizing Log: Yes a literal chopped in half log hollowed out and filled to the brim with sap, roots, flowers, and other tendril moss things to help tribals restore their wounds. Or perform implantations/limb regen.
Life-Cycler: A form of Ecotech that can rapidly decompose items to their next form or for disposal. Potential for use as a booster or terraformer for tree groves.
Duskbloom Planters: Nocturnal flowers that have a variety of uses.
As for any art, I do need to practice anyway and making concept art would help. It'd be more like a hobby than anything from me though
I'm hoping this week will set me up with some temporary means to make the mod progress a little faster, but I'm constantly working on getting things moving for EcoTech either way.
From what I've seen with mods and coding, getting the baseline made first typically helps in the long run, lest it all needs to be remade. Though, it may end up needing that regardless so : P
I'm not sure when that will happen exactly, as it's not critical for the mod to function, but it's on the to-do list. It's a very big change and would require substantial work and effort, but it'd be hella cool to have.
Anyway, possibly having a Root system to trees? Kinda like how the spawning is now, but higher tech requires being connected directly to a upgraded trees which forces them to be built within a radius; which can also be expanded with special pods. Sap being an alternative to power, carnivore plants, yada yada. May need to kidnap an artist or two for this..
It has been uploaded to the ALT RELEASE PAGE while I iron out a few last things that aren't up to the quality I want them at. While EcoTech can be released on this page, I have expectations of my own work for everyone using my mods, and I want them met. That said, however, it is perfectly playable as-is, and I have said it will be released. So it can now be accessed via the given link.
Now time to inflict necroa virus and other "natural" weapons against my enemies. Also condolences on the nearby fires. Disaster is not usually fun....
IF YOU WOULD LIKE TO SEE ANYTHING SPECIFIC FOR ECOTECH/HELP GUIDE THE NEXT UPDATE, VOTE IN THE POLL HERE [ko-fi.com].
This poll will let me know what I should focus on next, and will be valuable in upcoming plans. Thanks to everyone that votes in it!
preferably with Dryad supporting capabilities
As soon as the coding is available, it is planned to be in the game.
Some renames and changes might change or delete some stuff you have (such as a few weapons), but it'll all be recoverable. You just might have to do some more replanting or research.
A new playthrough is recommended regardless, so you can interact with the upcoming faction.
That said, my personal method for fixing issues like that in the future: remove half your modlist (the lower half), and see if the issue persists. If it does not fix it, remove the next bottom half. Continue until you find the section that has the "bad" mod, then you can repeat the process until you locate the bad mod.
As a side note: I'd highly advise you practice lowering your mod lists in general, as mod lists that big often end up problematic... and Imo smaller lists that focus on a theme or playstyle (i.e. a tribal run, hi-tech run, magic run, etc.) are much more fun, less overwhelming, and allow you to get a little more involved with the included mods mods.
If incompatibilities do pop up, and this mod simply cannot be played alongside another mod without errors, it will be posted here. But that has not happened yet.
CE is excluded from this since it doesn't have a CE patch, making it so it's not compatible (but that sound be a given).
However if someone else comes along with a CE patch I'd be happy to look into implementing it.
The sidebar message appearing when a message was closed to expiring was something that was supposed to happen, but either got missed... or it's code that DOES exist, but isn't implemented. I'll check on it, as that was one of the first things that was supposed to exist.
And finally, when something says "+HP/hitpoints/durability", that means the item hitpoints, which is what most items, furniture, apparel, etc. has. "Lifespan" is exclusively used for how long a weapon will survive. If something impacts just the HP, but not the lifespan, then it only affects the durability. Same holds true for the opposite.
Also, is there a way to add a sidebar message (not a letter, but like the Tattered apparel/Need warm clothes type message) for when a pawn's weapon is going to run out of life soon? Can help planning planting "seasons" as well as Sap usage, etc. In the same vein, a notification when a weapon pod has been harvested similar to the trees' gift popup? I find that I don't track the growth times as well as I probably should, and then end up with several weapons in storage that have been sitting unused for like half their lifespan :/
Last question: Does the +hp "regrowth" mean just the durability of the item, or the lifespan as well? I'm assuming just the durability?
Furniture, structures, armor, tools, and weapons are all intended to be grown, so... there's not much else bark platings can be used for. "What can these offer?" is something I really need to keep in mind for these items.
I'll be sure to concept on them a bit more.
However, if armor doesn't get added into the mod in the next update (which I am really hoping for), that might change until armor can be added.
https://gist.github.com/HugsLibRecordKeeper/c681183c49c53eba8f2d2809717785da
Admittedly, the terravat's usage is pretty limited, and adding more to it is a major focus of next update. but as the description states above, the mod should be taken as the *start* of something big.
I fully intend to make much, MUCH better use of the terravats, the terrasaps (including the one you mentioned), and a couple new terrasaps in the next update.