Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
I had considered doing that for the initial release, but that feature got cut because of time constraints. But that should be pretty easy in terms of programming. =)
I'll keep that in mind for version 2!
Or can this already be done with engram disable? (I've never tried to disable a crafting station recipe that isn't learned via engram)
I had an idea of an alternative to the charge battery outside of aberration. Basically, an old school "lead acid" battery using metal, polymer and citronal (for the electrolyte). It could re-use the charge battery mechanic, but be heavier and perhaps require periodic repair since it's a chemical battery instead of what appears to be some sort of capacitor.
Also, I remember someone mentioning in the comments the difficulty of fitting the materials in inventory. What about making the solar panel itself a crafting station? I definitely agree that the crafting requirements should be steep for balance, given the immense advantage that comes from it.
Glad you're enjoying the compost bin. =)
I really like the lead acid battery -- that's close to what this mod uses, except that I didn't re-use the charge battery mechanic, because this was built as a modding tutorial, and I didn't want to over-complicate it for new modders. I'd really like to revisit this mod at some point, though, and add that.
And yeah, I could make the solar panel itself a crafting station. I wanted it to be expensive, so I made it require more electronics (which cost metal, but weigh less). The only problem is that Tek dinos drop electronics now, so it's actually easier to craft -- oddly enough. =)
I'll see if I can come up with a balanced solution to make it buildable, but also expensive.
Thanks for the suggestions!
Suggestions
0. Using an ini config to allow/disallow.
1. Make it easier to craft, or adding a crafting station, as the holding all of the required mats requires you to have an abnormally high weight skill.
2. Allow/disallow battery construction.
3. Having the batteries degrade over time. (ini config to set decay length) One battery good for a month in game time?
4. Allow wireless power? Have a control outlet box, and wireless outlets. Possibly expensive crafting cost.
This is a great mod, but really needs either to be added to the smithy or it's own crafting table. I dump most of my early game points into fortitude (for Fjordur starts) and speed/stamina to be able to outrun/kite aggressive dinos. A crafting table would fix this issue...
Please give this some thought..
I love the mod, but I'm forced to go with another solar mod for this reason.
That's definitely on my to-do list to fix. Thanks for the feedback!