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Someone already did that officially; check this out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1543189281
It greatly expands the functionality of Cupro's Alloys by allowing many workbenches, vanilla and modded, to be stuffed and patching almost all CA's materials with workspeed and/or researchspeed stats.
@Ranger|.\\ The bauxite name should have given it away, but I was trying to keep it simple to match the base game. None of the ores could really be used in their ore state and would require additional processing. I played on an old modpack that had actual ore processing, but that's best left to the modpacks. I could make an addon to this that has the intermediate steps for the more hardcore players. Iron and coal would definitely become a part of that mod. I actually didn't want to add titanium because it was in Glittertech already, but if one replaces the other it wouldn't really matter since both mods benefit from the same material. I'll consider it, this mod has too many metals as it is. I wanted to allow all the metals to be optional, but I didn't have the time to add the feature.
@"The" SeanMacLeod That would make a great advanced alloy if I add coal
Probably already suggested a thousand times, will you add Titanium? If you do can you make it replace Glitter Tech's Titanium when this mod is loaded after Glittertech? Just for balance reasons. One would think that advanced alloys of steel (Plasteel) would be tougher than Titanium, but no!
Couldn't find a use for Sterling Silver besides jewelry.
Is Plumchalcum the purple mat?
Perhaps combine with Concrete to create dark-lined purple Stamped Concrete
(creatively tiled, making it beautiful as opposed to standard Concrete).
Considering, maybe create a Mod that introduces:
stone slab 'Titanium Travertine', which has innate intricate details to support
exceptionally high beauty when laid down as flooring, walls or furniture, is very expensive (trade?),
very difficult to work with, but doesn't require making into blocks (as it's a slab type).
It just isn't done yet. I was hoping to merge this with my Stones mod, but I can't make the metals optional, so it'll have to be separate
For the cleanliness issue, this was a mistake on my part with setting the material stats. I gave the ores stats that shouldn't show up unless they were used in building. As far as stuff like the butchers table, the table itself doesn't have a value for cleanliness(which it should), so no cleanliness is applied to it
The reason I say this is that a sufficient ammount of stacked copper will declare a room "sterile" even when there's dirt everywhere and ugly as sin. Additionally, upon testing a couple of the ores that give bonuses to cleanliness via percentage (IE, half of them), I found that they did not affect the cleanliness of the object built, be it butcher's table or artwork. any plans to deal with those issues?
try to keep the ore crops functioning with your mod: it'd be a very hard choice to choose one mod or the other
thanks for asking anyway :-)
I'm askin dismarzero the same question. thanks anyway!
@IM PICKLE RICK
thanks for the info about the alloys :-)
could you please share more of your findings? what are the best for fire arms?
btw, great mod :P
Absolutely looooove using alloys for security purposes. Such a nice way to save Steel without losing too much hp
In fact is there a post anywhere with all the data? I really don't wanna dig through the xmls.
Which totally makes sense - something with lead is gonna be heavy as hell, but won't hold a sharp edge. It also makes superior armor against blunt attacks.