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Logs: https://gist.github.com/myxal/9f0e41eebdbfe1865e3988c0968cbb88
Those are from a player-hosted two-shard cluster, but the same thing happens in a player-hosted forest-only game.
Or if you could tell me how to do it, I'll do glady!
As for leaving them in the machine, I too thought about if they stayed in the input slots, they might get further refined. Could you get around that by creating specific output slots, or maybe just have them associated with the alchemy engine so whenever you next click on the alchemy machine, they just pop out into your inventory a la Come Into My Pocket mod?
Otherwise, if you just allowed for the player to set the direction of output in the configuration file? You know, the camera orientation directions such as the compass names...
Of course being put in my inventory a la Come Into My Pocket or a Lazy Forager type function would be the luxury solution. Just click on the engine or come into range and voila! In ur pocket. :D
If ur taking them ( :D ), my top request is still to be able to either configure which direction u want the items to spew out from, or be able to collect them from the alchemy engine somehow. The ultimate luxury would be if they'd place inside ur inventory. Ohhhh that'd be ever so lovely.
Thank-you so much for this wonderful mod! Batch crafting, this is far better than any other mod option that I've found to date to craft a large amount of any item at once, props, and ty!
@B the Japalian: Fix should be in.
@myxal: getting blueprints is extremely unreliable so idk if i like that idea I'd love to give the machine its own prefab and make it harder to craft but i need someone to make me the picture.
@LiketheShore&theSea: My current goal is to make it so if you have the rare blue print youll be able to craft those items but its still in progress.
One thing I've noticed is that it's unable to craft rope. I looked at your mod info and noticed that you've set it to true when there are no data options for it.
{
name = "cutgrasstype",
label = "Cut Grass",
options =
{
{description = "Nothing", data = 0, hover = "Nothing"},
{description = "Rope", data = 1, hover = "Rope"},
{description = "Straw Hat", data = 2, hover = "Straw Hat"},
},
default = true,
},
If you could look into this, I would really appreciate it. Thanks! :)
Also, I just went digging to turn on Bundling Wrap crafting. Thought I'd initially chosen to leave it off but I must have been wrong b/c I can't find it as an option anywhere. Is there anyway to make it accessible if the player has unlocked the recipe for themselves? Just had to craft 20 & boy it's a pain doing it one @ a time, lol.
Thx for your wonderful work @Sohjiro. I'm constantly using your mod's functionality. Just using it to make stone walls & I'll need it for cobblestone next, lol. Thanks a lot for making this available to us & for maintaining it!
Looking at your modinfo.lua , the problem is that default for that option is set to true , but this is not a valid option. And that is what I see in my modoverrides.lua (don't ask me how it got there... :) )
@myxal i just started a brand new game with the mod got some cutgrass and put it in to produce rope so im not sure what your error is
Also, can we config what clock position the items are spewed out @? It seems to be 1 o'clockish atm and my alchemy keeps sliding them into my decorative gnome pile. Such a pain to retrieve them. I'd rather not move the alchemy engine.
Or preferably, could you make it work like the Pig King & Trading? Where the Pig King spews out the items depends on how your character/camera is oriented. So they fly out toward ur character and slide behind you. That'd be perfect tbh. TY for considering our suggestions & implementing them Sohjiro! So amazeballs indeed.
I have ONE more suggestion (that I can think of for now). Can you allow us to config whether we want to make character specific items?
I wanna make a sanity station but I'm not a Wendy, & thus can't make Abigail Flowers. Being able to make Lighters, Bernies & Wiggie Helms would be rawesome too. What about Wicker Books?!! Holy Shit. *MindBlown*
TY SOHJIRO!!
I've been toying with deleting myself and picking a new character, if i could do so while solo (prolly, b/c endless), such as Wicker, but I dun wanna lose my hard-earned solo BQ Bundling Wrap BP for example. Ur mod would allow me to make the magic happen (literally and figuratively) without such Shenanigans. Wow, I <3 it.
Other items that would be handy to have added to the list would be healing salves, honey poultices, walls, & weapons such as blowdarts & bee mines. Thank-you Sohjiro! I have to make stack upon stack of tooth traps. Having to manually make rope is gonna suck balls, lol.
Is there some reason I can't use boards to refine cobblestone with? Was considering storing my wood as boards for more efficient use of storage space but this will disallow that option for me. Good thing I haven't yet. Plus, if the alchemy allowed boards to be inserted for refining processes, it'd be possible to produce 2 stacks of cobblestone simultaneously for double the production rate. :)
Also, I'm gonna need to product a metric butt-ton of gunpowder in the future for dragonfly scale farming. I just produced 80 & I'm already weary of doing it the regular way. Can you add gunpowder production to the list as well?
You're awesome, ty so much for incorporating my turf suggestion!
Y cuando solamente cierro el motor de alquimia se ve la nimacion pero no da los materiales refinados, solo los desaparece
My main interest is in cobblestone turf production, but ofc other craftable turfs such as checkerboard flooring, carpeted flooring, wooden flooring & scaled flooring would all be appreciated additions as well. TY!
It overwrites components/container.lua and inventory.lua
(Which your scienceprototyper.lua would call for container in the codes will become not functional)
So container.lua would be the main cause for the conflict of not spitting things out of alch station.
I see no reason why it needs to overwrite container.lua,
or it must've been some old 2015 modding method,
I deleted Horo's modmain line 43 and Horo is all functional.
BRS https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=502031011
also started at 2015 so yes it overwrites container.lua and inventory.lua,
seems pretty confirmed it's the old modding styles that's bugging.
Deleted the modmain lines for loading overwritten lua, and all fixed.
Lazy Refine spits products again :D
Horo's mod no longer updates but BRS still does, I'll tell the author about this issue.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=502031011
I'll take a look into all 3 mods to see why this is happening
每个堆栈都可以自动细化。
每一个项目,可以细化可以打开或关闭从配置菜单(暗的花瓣,紫色的宝石,和Thulecite碎片默认为关闭)
3剪草> Rope
4个日志>
3块石头> Cut Stone
4砍芦苇>纸莎草
4个黑暗的花瓣——噩梦般的燃料
1红宝石+ 1蓝宝石>紫色宝石
1大理石——大理石豆
1蜂窝>蜂蜡
1蜂窝+ 4切割芦苇-蜡纸
2金+ 3岩-->电气消费
6 Thulecite碎片--> thulecite
让我知道你们的想法如何改进国防部。
如果有人想做一个定制机精炼添加蒸汽留言给我(我是一个程序员不所以我用prexisting机艺术家)
灵感来自慵懒的火炉
法
添加紫宝石、蜡纸、电气消费
-计算所有材料,而不仅仅是每个堆栈
-更新任何MOD改变堆栈大小的工作
v0.61
-使代码更高效
键盘
-你不会长期失去额外的材料和精制材料现在落在地上。
on the first glimpse I also had no idea how Horo could make lazy refinery not functional.