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However...the thought has crossed my mind to eliminate the additional Extraction skill and just use Physical, which IMO just makes more sense and also encourages you to utilize your Physical specialized colonists for the task. It also eliminates the problem having to re-balance the exp gain for Extraction as it's way too fast IMO. I'll look into it.
Unfortunately, it's a one-per asset and I'd have to redo the entity from scratch to get that working as its originally sourced from Cyberpunks. Not impossible, but a steep climb.
I do like the reduced resource requirements for firearms. I can get bolt action rifles at a reasonable time now and aren't dependent on scavening a railsniper.
My plan is to make Lukeh_ro's Irrigation & Composting mod mandatory, and then piggy back by customizing it in OET with some property changes, in addition to a recipe/resource that's synthetic fertilizer which never rots away and is created via Chemistry resources.
I'm waiting on him to fix an issue in that mod that prevents vanilla manure from being used on farms.
Reason being is making a new Compost/Fertilizer recipe and resource is easy, but Manure is coded as the only "fertilizer" the game can utilize for that purpose and it's not something that can be easily changed through the Mod Editor GUI options. It requires some decently complex code that's above my ability to do and his code already has.
That said, I could create a quick stop-gap recipe that uses the fermentation barrels to create manure for those who aren't using the Irrigation mod currently.
I think that's actually typo on my part. Should be the same output for both. I'll fix it on the next update.
So many bits and bobs to keep track of. Lol. Let me know if you notice any other quirks.
Is there a chance we can get a way to produce prefabricated parts cheaper late game? The CNC machine gives 90 machined parts per 60 forged blanks, but only 60 prefabricated for each 60 blanks, so I still stick to the Lathe.
FYI that's in the NET mod, but it looks like my goal of having a homogeneous experience between them is working. Lol. :)
Also I don't see any housing upgrades with reinforced wood? is that hidden behind (hidden) research?
The research integration add-on prevents crafting Railgun snipers before progressing through the others, if you want to use that. It's also worth getting to the lvl 4 weapons as they'll be a fair bit more powerful than the vanilla tech weapons versus organic enemies.
Although the gun progression seems a bit slow, I usually end up finding/looting/crafting railgun snipers before unlocking the bolt action sniper.
Thanks
It's a side effect of making all the research hidden without the prerequisites fulfilled, and i may have over-corrected on that.
I may revisit some of the "landmark" items and revert them to "locked" so it will show you the requirement and give some research goals, I just don't want the research list to become overly cluttered with locked techs that you may or may not bother with in your play-through.
You need to research Metal Alloys (or Furnaces) and Toolsmithing first for it to appear.
Double checked the mod and it looks good.
Machined and prefab parts are made at the anvil, and later the lathe, which are unlocked by their related research.
Steel and charcoal are made at the furnace once researched.
Chemicals are now made at the distillery and fermentation barrels.
All the ammo and gun stuff is made at the Gunsmithing table.
Anything else generally will be the crafting table or CNC machine once unlocked.
Any OET specific buildings will be under the Old Earth Tech menu item.
I've been salvaging all the debris and doing different expeditions but none have popped up yet. None of the crafting benches allow me to make them. And since I don't have any, I can't build any of the Old Earth crafting benches to craft any of the above parts.
Loving the changes this adds!
Thank you very much!
I'd been considering decommissioning it because extracting oil is already a quick process, and would require a number of additional recipes for it to utilize resources found in other mods (e.g. Seeds in Alba).
Also made changes to the chemical resources.
See Change Notes for more details.
Storing water isn't terribly necessary because it's easy to get from hand pumps on demand, but I can look into that as well.
FYI, Water is now a required mod as some items and recipes will be using it going forward.
i thought Steam hadn't automatically uploaded this mod. So I deleted the entire mod and re-downloaded it. After that, it worked perfectly, just as it should. Everything's fine, thanks again.
See You :-)
Thanks for your reply and also for the quick upgrade. One question: Will your upgrade also work with saved games? I just loaded my save game and tested it.
It's exactly the same as before, no changes. The barrels are filled and then emptied again immediately afterwards. The barrel lid doesn't close. It's like an endless loop, the whole time.
Thank you for your time and your work. :-)
See You.
sorry, it's me again (embarrassing). I can't produce the "Refine Manure" in the "Chemical Processing Barrel," which I need for research.
The stupid thing is, the settlers bring the necessary raw materials (fertilizer) and put it in, but after 10 seconds they take it out again and store it again.
The lid of the barrel doesn't close either. You repeat this for hours and nothing happens; it's the same thing over and over again.
See You.
All of the resources have been overhauled/changed as well for a better, more appropriate appearance.
Other melee weapons have been rebalanced and more specialized so you have incentives to use ones over others depending on your scenario or preference, see the Change Notes for more details.
Not related to this mod. :)
Is that by design?
There's also a new Assault Sniper Rifle, improvements to the Automatic Rifle, and some additional rebalancing of ranged weapons.