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https://i.imgur.com/df5c1kh.png (ignore other mods they don't affect it)
Just a little feedback on your scuba: i have taken to using tek teir in the sea, esp when recovering from a death. The shock shield works nicely alongside the tek armour, scuba only would stop tek teir from having the anti-shock ability. Just something to consider before you remove the shield i love ;)
I had to use that to install the mod on my servers.
Thought you sounded mod minded :-)
We really could do with the framework to bring mods together in a more coherent way. So piece-meal at present. Really would like a way to be able to Mod-Mods in a simple way, not just config, but load em into the editor and extend/enhance them (but I can see that being too much fun at present, and a potential dependency nightmare.)
The multiple crafting bench requirement is a real pain, hope they fix whatever bug they have soon so we can add our simpler mod stuff to the standard benches! It sort of works but not after updating stuff. But I do like your idea of being able to change the bench requirements.
I am adding more config overrides to my new stuff, and intend to come back and add it to these existing ones.
Keep up the suggestions.
Feel free to friend me if you wish!
Setting your own prerequisite engrams, tuning stack size, weight, spoil times, crafting timers, setting a different crafting bench for indiidual items. Overall a way to tie it all together with a nice bow. With the mod makers providing us with a multitude of items and mechanics missing from the standard game for which we are very grateful. (And maybe limit the number of nearly identical mods on the workshop too, to provide some better overview.)
I'm leaning towards doing a total conversion myself, but since the game is still in full development modus, I don't want to loose time with doing and redoing everything ad nauseum.
I have adopted the mindset of many modders to put it on hold for now and wait till the game has been optimized, balanced and mostly feature complete.
However things like your mod, which add a new feature missing in the game don't need to wait on an official finish. However you do run the risk that WC still implements something alike. But that should be taken as a compliment.
Do you mod yourself?
I wouldn't spend to much time worrying about providing multiple recipes. Put some instructions on how to do it on the description page, with your alternative proposal and be done with it.
Anything a server admin can change via game.ini is time lost during modding when you could be implementing more items and mechanics for the user to benefit off. Your time is precious and much appreciated. Don't waste it on things others can do aswell.
[Big plug for structures+ that guy produces some really cool stuff!]
If using sulfur, I would post a BIG WARNING on your mod description that alerts users they need so form of obtaining sulfur on the map they are playing, either by map extension or SE resource conversion. Possible also some instructions how to craft the rubber without sulfur in a game.ini override instructions.
Or you could do the reverse, make the standard without sulfur and provide instructions to alter via game.ini override crafting requirements.
Personally I would opt for the first, but I hope you have a thick skin, as when people start yelling in the comments that they cannot craft the rubber :-) (as reading seems a highly overrated skill too some people and ) you can expect a volley of insults coming your way.