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I have stopped the development of this and future mods. More information can be found on the link below.
Goodbye [data.ewul.net].
You were right, the gem drop module was broken. I don't really know how or why i wrote THAT kind of code or even bigger suprise is how it worked when i tested it...
Anyway i updated the mod, it's fixed now, everything should be working.
This mod basically does not have anything in it that could crash a server. Without the crash log i am unable to help you though. I suspect perhaps it's a conflict with some other mod, maybe you are using multiple Gears recipes at once? Try disabling all other mods and leave this one on and generate a new test world, then enable all your other mods 1 by 1 to see which mod causes the conflict.
Gold Nuggets can be obtained extremely easily and at least in my case, i always have too much of these (even without other mods).
So i hope you can now understand why this recipe is designed like the way it is and why it is actually so hard to redesign it.
The recipe was designed to be this way, to be able to fit in with default server (having it's non-renewable gears in mind) and servers with other mods (to be able to make gears renewable), i believe i did quite a good job and the purple gem in the recipe is a very important link if you understand the underlying logic.
To be continued...
Ok, you are all missing some very important aspects.
First of all, i have had in mind of making the mod a bit more configurable, but atm i simply have no time at all, hopefully somewhere in the next month i can look at this.
About the recipe itself now...
You need gears for only IceBox basically and even without that you can survive easily. The robot toon is meant to be leveled up slowly throughout the game, not before the first winter.
Without ANY mods on the server You can get gears from: killing clockwork monsters, digging up graves and chance to drop from tumbleweed. These are non-renewable resources except tumbleweed with the recent RoG update and the droprate is very low.
Gems can drop from basically the same places, e.g non renewable resources.
What does this tell you? At some point in the future (happens quickly, especially with many players in the server) you are unable to find any gems or gears, they will be gone.
To be continued...
I dislike "minable gems" even at 5-10% the gems drop too often. You can already get gems from hound attacks and digging up graves, i see no reason to mod in more gems.
Hounds teeth aren't easy to get sometimes, most the time you will get monster meat or nothing from a hound than a tooth drop. Unless you change hound attacks to "more" which is bad for new players. (How does teeth "build" do anything to make a gear? unless made of bone?)
6 gold is alot of gold, you need it for just about everything "good" in the game. Science machine, alchemy machine, rainometer, thermal measurer, lightning rod, tools, weapons (wigfrid), armor (wigfrid) and most the stuff inside magic tab.
In which case if you're saying that, why not just write in the opening line of your description for the mod, "This mod is intended to be used in conjunction with Mineable Gems"?
The average user who comes for a mod like this, wants "Craftable Gears" before first winter. (Because sometimes if you get unlucky, it's possible to have no gears by day 21). But like you said, the mod itself is really only designed for your particular server's mod setup in mind, that's why their point is valid, it does not do anything for the base game.
Perhaps provide an option to allow users to change the recipe to an easier one. I know it is more work.
PS The crafting recipe hadly makes any sense and it would be super hard making even 1 gear in the first year of gameplay. Later on its just going to drain all your precious resources for something hardly worth it.
A possible suggestion would be to use the Renewable World mod, and set clockwork monsters to respawn very rarely. That way you are not screwed by the world generator when it decides clockwork is not a thing on your map.