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Copy paste this and put it in you config file of the Game.ini under (at the very end of the file): [/script/shootergame.shootergamemode]
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_RawPrimeMeat_Fish_PIU_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_RawMeat_Fish_Child_C",BaseResourceRequirement=5.0,bCraftingRequireExactResourceType=false)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_RawMutton_PIU_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_RawPrimeMeat_C",BaseResourceRequirement=5.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_RawPrimeMeat_Fish_Child_C",BaseResourceRequirement=5.0,bCraftingRequireExactResourceType=false)))
PIU's ERM has 450 slots which can be maximal exceeded to 750 slots. If this hidden limit is reached, re-converting ERMs to resources will destroy those resources instead of stopping "decompressing" process.
@ NatuvGuy - No
Putting PIU ERM Table into an SS Auto Crafter, selecting "Mejoberries", pulling "1" results in 100 pulled Mejoberries which then convert to a non-useable blueprint: "Engram: ERM Mejoberry". It can neither be dropped nor transferred. The only way to get rid of it is to pick up the Auto Crafter & place it down again. The 100 Mejoberries are lost and all following which are pulled or put manually into inventory.
Using (SS/S+) Dedicated Storages & having trophies such as Argentavis Talon already stored (requires a manual pull resource addition in GUS.INI) and installed this mod afterwards, it won't find them in the pull menu. Also, using Dedicated Storage Intake to store newly acquired Argentavis Talons lead to THROW OUT of packets near the Dedicated Storages until the resource has been set new (can be recognized by a blue letter colour rather than the green (already-in-use) one).
I've put these extra resources to the dedicated storage system so I do not need to open extra containers and can store all loot from dinos at once with a single key press.
What does the new PIU Toilet do?
PS Don't take this as an attack at you, it's just an explanation from my pov.
21-11 - 20-11 - 17-11 - 16-11 - 08-11 - 07-11 - 02-11 - 31-10 - 29-10 - 28-10 - 26-10
Normally, the higher tier crafting station such as a Fabricator can craft everything that the lower tier, the Smithy, can craft. But in this mod I'm missing the PIU Tree Sap Tap I can only craft in the Smithy.
still recognized as valid item to access the Tek Cave
I have a lot of mods, but this one matches very well into gameplay.
No there isn't a config, perhaps one day.
Regarding the spike in the tap I did try an do that when it was added but ran into trouble so I may look into that again at some point.
The spoil bin is very old an I am aware if you try to do to much it will give the overflow error, again something i may look into redoing / looking at in the future.
With the grinder recipes I'll have to see whats going on, but again I did that a long time ago so it may need a refresh.
Appreciate the feedback, and your welcome.
Is there a config section where I can speed up Tree Sap production with PIU Tree Sap Tap? Are there plans to be able to put an Amargasaurus Spike in its inventory to boost up Sap production as it was intended to work with vanilla taps?
Regarding the Spoiling Bin, it lacks, like every other modded meat spoiling buidling, a recipe (for usage in S+/SS AutoCrafter) as well as not converting unless its Inventory has been accessed. Filling/pulling the inventory completely with Raw Meat at a (vanilla changed) stack size of 1,000 each will lead to a client crash ("outgoing relieable buffer overflow") due to try to convert ~400,000 items at once.
AutoCrafter also tells me that there're no recipes from the PIU Industrial Grinder. That's weird because there are some (very useful) available.
Thanks for this great mod!
But Do "PIU CRYOPOD" in "CRYOFRIDGE" and restart game,
Then "PIU CRYOPOD" get lost...
and "PIU MineDrill"...