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This is literally everything I ever wanted from a farmable neutroamine mod to the point where I literally wished it would just exist in this exact form.
Growing neutroamine as a plant feels too cheap, and the game already puts way too much focus on farming (medicine, drugs, paints, shitloads of food, textiles) and next to no focus on animals.
This is a mod that should legitimately just be vanilla. It gives you a reliable source of a crucial material while shinning a light on a heavily underutilized part of the game.
Anyway, thanks for making the mod that broke my modded playthrough cherry, so-to-speak.
I like the middle ground this mod provides. Thank you again.
It makes more sense that the resource is acquirable from any boom animal regardless of age or size with extraction. Using the milking comp instead while considering immersion would make the vanilla logic that smaller boom animals aren't suitable for milking more appropriate. This would mean removing boomrats as an alternative chemical source among other. I suspect this wouldn't be desirable.
I could throw immersion out instead, but you have copies of this mod already doing just that, so I prefer to leave this as an alternative for those who, like me, do care about it.
With that said, I could put a patch into the optional folder that make the boom animals milkable instead. It would certainly be the simplest solution for making this mod interact with Animal Genetics.
does the source code do anything extra i missed?
An immersion fix will be complicated since the fix must be done in C# and, as is typical for Mlie's projects, the Animal Genetics (continued) don't provide any source code (working with a decompiler is a bit of a pain). And additionally, the fix would not be me including or preserving this mods features with another mod, it would be applying that mods features onto this one, which is a bit less appropriate maintenance wise (it would be better if the fix was on Animal Genetics side).
I might look into a fix when I have time though, can't promise anything.
So just to be sure, you're certain you're picking the steam version from the mod list? I mean, in case you've manually moved an earlier version to the /Mods folder and also got that in the mod list? You can see the difference if the mod has a folder icon instead of a steam icon. If that's not it then I unfortunately don't really know what the issue could be.
I got another update in the pipeline though, I'll see if I can finish testing it and get it out in a few hours. Technically it shouldn't make a difference with this issue, but we'll never know. :3
the mod's described as 1.4 here in the workshop, but ingame it's showing no 1.4 comp - am i doin something wrong, did i maybe change a file and forgot about it? or is this a known 1.4-issue?
i un- & resubscribed but it didn't change anything
However, working with other people's code and scripts to add immersion between mods ends up being rather straining for something that can be said to be a luxury feature, it's not talk about compatibility issues after all. I tried stretching it when doing the 1.3 update, but it didn't go too well. In short, I have to prioritize my daily responsibilities atm versus that which risk getting me bed ridden. I'm sorry.
When I subscribed to myself as a test I got the 1.3 version of this mod as intended.
https://imgur.com/3ltScbr
However, please note that the Combat Extended Immersion fix is disabled for 1.3 for now, so those who uses that mod should let me know when it updates so I can confirm there's no conflicts before enabling it again. Thank you!
And I might also put the previously requested genetic rim immersion fix in the optional folder for now. I don't feel comfortable enabling it for everyone just yet as neutroglycerin vs chemfuel balance will be somewhat different for many of the animals.
I have a mod installed called "Vanilla Animals Expanded — Australia" which adds an animal called a "boombat" which looks nearly identical with the other boom aninmals... i did not know that htis animal was not vanilla and assumed, that it does also give Neutroglycerin.. obviously this is not the case.
Your mod works just fine and im sorry for the inconvenience haha, maybe you can add an optional file to add said animal to also produce Neutroglycerin.
I have the Vanilla Furniture Expanded Power mod installed that ads generators that burn fuel and also other power resources but that the only one thats even remotely linked with fuel and boom animals..
Do you have any other mods that make changes to the boom-animals? Does this issue remain if you change the load order? (e.g. to last or after the potentially conflicting mods?) If it works after changing the load order you should then be able to poinpont the culprit. If you let me know that I might be able to create and upload a workaround for the future. Thank you! :3
Yes, this means that the Combat Extended compatibility and immersion fix have finally been added, and this fix is universal, so it will prevent similar conflicts from happening in the future. The immersion fix is separate from this and will make it so that CE users will be able to see what specific chemical the animal is producing (instead of both using the term chemical fullness).
I've also gone ahead and updated the Doomalopes immersion fix; if you feel the regular boomalopes don't give you enough Neutroglycerin then the doomalopes will be a good alternative.
Both immersion fixes is backwards compatible with 1.1
Either way, to save you the hassle this is the direct link to the 1.0 version:
https://www.dropbox.com/s/k1n1o1a1bxtfbt4/%5BX1.0%5D%20Chemicals%20%26%20Neutroamine%20r2.zip?dl=0
Beyond that I just haven't found the time, between health issues and other responsibilities, to update the immersion and compatibility fixes, which aren't required strictly speaking - just nice to have for a select few. They take a lot more effort than the mod itself due to having to tinker with other separate mods and think out ways to balance it out between this one. But aside from those add-ons I've been keeping this mod going.