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9xTaming - 2.5xExp - 10xDifficulty - 3xHarvesting - Modded Dino/Char Levels
Konvict Gaming is offering a new server for people to play on the map Valhalla, have fun, make friends and endure the difficulty!
Our server offers lots of customization including breeding, crops, eggs, taming etc...
Plenty of mods to keep the game interesting and separate our servers from regular servers!
Mods listed below: visit https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=614046868 and click subscribe to all for your on stop shop, then join our server!
-Difficulty 8+
-Noob Starter Kit
-Valhalla
-Annunaki Genesis
-Ark Heaven Custom Stacks
-Dino Detector
-Better Beacons
-True Wardrums
-Aku Shima
-GateMod
-Metal with Glass Set
-Simple Fences/Guard Rails
-Big Raft
-Small Dragons
-Stairs Mod with Rounded Walls
-Paint Mixer
And More!!
If you have any questions about the server contact myself or one of the admins!
My MOD's order 525507438,510854250,519998112,479320986,478525616,526337556,510590313,534838287,520879363,535821068,523857855,534952636,532805202,519536568,531396658,539464369,544598236,511168000,542621186,526513986,538827119
Expect to solve it:P
I erased yours. Ne need to have you look up your own mod. :P
@spooty, can you tell me what other mods you have? I'm trying to test the recipies and replicate your problem so I can fix it, but so far no luck.
@Lv1 Magikarp, I would hold off till my next update. I'll try and have something done by the end of the day.
-Tavan
I hope you can get it all sorted. You make some "simple" yet great mods.
Everyone try updating your files and let me know the results.
-Tavan
I realized that although I changed the descriptive names with the last update, I didn't change the actual asset name for the pump, so it's still "PrimalItemStructure_WaterPump" in the mod files. This could be why there's still conflict between Powered Plumbing and the other water pump.
I'm changing the file name and re-cooking. Wait for the upload before taking any further action.
-Tavan
I turned off the mod and reloaded, which worked with the side effect of making all the Powered Plumbing structures disappear from the world. I then closed out the server and reenabled the mod. Everything loaded fine and I was able to learn and place the Powered Plumbing structures again. I haven't tried making large batches of dye yet, but what I think has happened is that the name change broke a reference in the pre-existing structures that caused a serious error.
-Tavan
Just to be sure, has everyone who uses this mod on a server double checked that the server has the newest version of the mod files?
Sorry for the inconvenience!
-Tavan
-Tavan
As for the food items, I meant to have the can "BE" the item but a few days ago when I fixed all the recipes, I felt differently and made the cans just give the item when used. I didn't remember when I last cooked the mod, and I felt like it was more important to get a better working mod out than to take the time to re-adjust and re-cook before uploading. Sometime in the next day or two I'll change the food items so that the can is the item, and doens't just give it to you.
-Tavan
If people want that feature, Aku Shima already has it as balanced as you can make it with out making it require a dodo farm.
Is the "can gives the item" the way it is going to stay or just temporary? Your answer to momomo makes it seem like mimicking the item might have inherit drawbacks.
Using cans gives the food item, but not the bonus. Opposite of what I meant to do, but I didn't feel like going back and changing it agian before uploading the update.
Kibble is added, it takes the same resources as regular kibble but substitutes 2 tin cans for a water skin. Egg requirements are unchanged, but the kibble is canned and the cans must be used to get the kibble out before feeding to dinosaurs\future pets.
crafting costs for the structures is no longer what I was using for testing, and reflects the actual requirements of the structure.
-Tavan
I've had an idea for another mod that should give people some options for dealing with the egg requirements, but I'll leave it out of this mod.
-Tavan
The two ways around this are to either create an item that gives the original item when used (like a can or bag) or create an item that has a short spoiling timer that gives the original item when it spoils. I'm not a big fan of either, but for food-like things I typically feel like the can is a better way to go. Personnlay, I very much dislike mimicking core game items and won't be taking that approach in any of my mods... unless I can be certain the game will treat the core items and my items exactly the same way.
Aku Shima doest that already but is balanced around a lot of other stuff you need to do that and the kibble is balanced since you need sometimes 20+ egg paste, while a dodo egg produces only 1 egg paste per egg.
I know its more work, but Id like to see the original recipes in there, just without water.
I somehow dont like the idea of having everything canned, its more inconvenient than convenient. The Scientist Mod already proviides unspoilable food buff items if anyone is interested in that, but not a single mod supplies us with a non-water cooking pot. Id rather have it simple, but I will probably use it anyways, even if you stay with canned stuff.
I like your suggestion, but I think those modifications would be a different mod.
I have a few things I'm working on, but I think I could turn around a "Modern Irrigation" mod pretty quickly so I'll get to work on it.
In the meantime, I can increase the connection range a bit if its something other people want as well. It is currently the same range for junction boxes, which I used to keep the mod more in line with the base game.
I like to make my mods in pieces, so that people can pick and choose what they add to their games. That way, if someone things one of my mods breaks something too much, they can simply not install it and only the mods they agree with.
-Tavan
I'll change it so that the cans give you the buff, and don't add the food to your inventory.
I will still need to craft canned kibble that you open to get regular kibble... otherwise the dinos won't know to eat it (without modifying all the dino characters, which I won't do).
-Tavan
I should have time this evening to fix a LOT of the issues with this mod, hopefully including the kibble recipes.
I'm thinking about generalizing the kibble so that it doens't matter what kind of egg you use to make it... essentially, any egg you put in the pressure cooker would turn into some other iitem that all the kibble recipes would use. I think I would basically leave all the other ingredients the same other than that.
-Tavan
can You please be a little bit more specific regarding the description above:
[quote]Water Pump - Connects to water pipes and requires a nearby junction box. When it has both water and power, it supplies both to nearby Powered Plumbing structures.[/quote]
What is "nearby" in terms of foundation-lenght ? I tested some other mod and the maximum distance there was about 1/1.5 foundations - not nearly enough for my taste.
The pipe-system in this game is so ugly and cumbersome to use - I don't want to use it for the most part. So I am looking for a way to transport water from the source to the base and/or in the base to the rooms, where it is needed (I am talking about big bases here) without the ugly visuals. I would like to have something like the following system:
source:
an intake, a pipe, a pump and a generator (or other power-source) to get the water flowing
replacement for pipes:
some sort of mini-hydrant, placeable at grund-level about 5-8 foundation-lenght apart, representing some sort of underground-pipe-system, connecting to each other and the source and forming the outside water-transporting-system
Inside bases sort of:
source:
a watertank, with another pump and a generator (or other power-source) connecting with the outside hydrant-system (getting the water from it as constant refill)
replacement for pipes:
some devices as described in your existing mod, placeable about 5-8 foundation-lenght apart and forming the inside water-transporting-system, can connect to each other and to pipes/taps
All items should be able to be picked up again and should indicate in a optical way (green/red - something like that), if they are successfully connected to the water-system.