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uh turns out that the snowballs you can craft from snow blocks spread snow
This might be a potential fix to test and add learnBlueprintsOnPickup key:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/734366131/133258593407857610/
Thanks. I was worried that the mod might have been removed for some reason.
The spawn code for it is "seedercraftingstation"
That being said, Ground Seeders seems to be very very broken as of 3/29/2017 - Starbound version 1.2.3b (Windows x86_64). What's odd is that I haven't seen any updates of anything; it worked fine last night, and now it doesn't work at all.
For reference, this is the only mod I'm using; I otherwise have a nice clean install of Starbound. I had been using Elysium Worlds, but I uninstalled that a few days ago, and at the time uninstalling that didn't seem to have any impact on Ground Seeders.
Thought you might want to know, just in case any other users are having this issue. :(
Great job so far. I've jsut found a little inconsistence with the crafting recepies. I've crafted the "Tar Can" and learnt the "Cryonic Nebulizer" recipe intead of the "Radiant Nebulizer" neded to assemble it.
https://youtu.be/G6IG6a8FzP4
Mod author you are more than welcome to link this on the mod page or any place else you would like to link and share it.
craft a inventors table with your bare hands. then place the table and open it. there should be a big UPGRADE buttton at the top. go into admin (/admin) to upgrade for free. you now can craft the two tables needed for this mod.
How?
No worries, just make sure the add on loads after both this mod and Frackin Universe or dependencies will seem broken, no point in a requirement if the mod doesn't detect the assets hehe. But that's okay. Just use the includes portion and it will load after the dependencies.
You should also be able to array the required portion on the script like in the second pastebin with multiple includes, you will need to do this if you want to me sure the addon doesn't even load unless both this and FU have loaded :) happy modding.
This code [pastebin.com] is how it is done and place this inside the .metadata file of the project.
If you need to assign multiple mods as a dependencies use this code snip [pastebin.com] instead
Requires = Will not load unless mod is present
Includes = Will load even if mod is not present, but if it is present will load after
If this does not work add the below to the .metadata file to ensure it loads above all others.
"priority" : 99