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Feedback on these recipes is appreciated, but please keep in mind that especially the cardboard wings are supposed to be *not* easy to craft as flying in general is OP in survival imo (especially with reduced drag).
Allow me to explain how it works and how I know this. First, you need to know what you are expected to do to mod SM Survival in general:
You grab the survival folder in this mods folder and move stuff from there to your games file, basically overwriting what the game has by default, very basic stuff. Most mods do this.
HOWEVER, there is a VERY stupid and amateur mistake I noticed straight away (sorry mod creator but I gotta call you out on this if you ain't gonna bother to try and help the people out yourself). But before I can explain the mistake, I need to explain what you are actually doing to the files. Basically, when you are creating a recipe, you don't just get to "add a new recipe", sadly that's not how this game works. Every recipe in the game is stored in one file. "craftbot.json". This includes every modded recipe and every vanilla recipe. To explain what that means is simple:
When you replace that file to add new items, you are replacing the file that ALSO HAS THE BASE-GAMES RECIPIES!!!!!
MOST survival mod creators know this and account for that. How they do that is they edit the original file to add new recipes in. Whenever you see this when coding in json "// message that scripts ignore" those 2 dashes, that means that the script, the code, ignores that, where it's meant to be read by people reading the script and it doesn't do anything on that line of code. I bring this up because sometimes you can see what recipe is what based off of the modders comments in the code. "// My new code starts here." You normally might find something like this when they start ADDING stuff to the json file.
So lets say you have this:
------------------------------------------------
" [Stuff that was in the base game]
// My new code starts here.
[modded recipes] "
-----------------------------------------
This is done so that you don't lose the recipe for something like metal block 1 from the base game. Cause yes, you DO NEED TO INCLUDE THE BASE CODE FIRST WHEN MAKING A RECIPE!
I think you see where I am going with this. Him "adding recipes" didn't do that. He removed the stuff in the vanilla game by not thinking that maybe it might be necessary to keep. So basically, as an example, he might have a part, like a wing, that requires a metal 2 block. . . where the metal 2 block doesn't exist in the craftbot because. . .you know, he didn't leave that part of the code in. So he left the recipes for HIS parts only and nothing of the base game. And he would NOTICE this just by simply launching the game and loading the craftbot. . . . guy didn't even bother testing it nor so much as leaving a guide. . . what a swell guy, leaving us a broken crutch like that >.>
I wish I could say that's the only thing bad that's happening here. But I think there was a second issue as I edited his file to account for this misstep, yet still the objects don't exist. I think this is due either to needing to move additional files or he made a syntax error somewhere (meaning there is incorrect grammar in code, which creates errors). I'm still looking through it to see if I can solve this issue and I will get back to all of you if I make any progress.
PS, if you are doing multiple survival mods, thats another annoying thing you the user have to do. You have to figure out where the new code starts and ends for each recipe and add it on manually.
So like if I have 2 different modded craftbot.json files, each bellonging to a seporate mod. One made by Tony and one made by Jill. Here is what you would have to do.
Open both up in a text editor,
Then you get something like this.
one for Jill
--------------------------
[original code]
// Jills code starts here
[jills code]
-------------------------
and one for Tony:
--------------------------
[original code]
// Tony's code starts here
[Tony's code]
-------------------------
Basically you would need to edit one of them and add the others code to that one.
--------------------------
[original code]
// Tony's code starts here
[Tony's code]
// Jills code starts here
[jills code]
-------------------------
OR
--------------------------
[original code]
// Jills code starts here
[jills code]
// Tony's code starts here
[Tony's code]
-------------------------
See how much of a pain this all is? If you are lucky, you might notice a difference in how a modder codes compared to the original.
Original will end lines like this:
},
{
where as a modder might end it like this:
}
,
{
little details like that where you notice the pattern change tend to be good tells for where some new code is starting and ending.
PS, yes, I am testing this with 2 other mods. So my results might be a little bit messy due to that fact.
Found the other issue:
3 of the files "GUI, Objects, Scripts" should be put in the GAME'S survival folder as well. Probably Cache too.
Icons don't seem to show up but I'll work on that too.
I'll post with any additional updates.
UPDATE 2:
So. . . remember how I explained how the whole "adding recipies" thing is done. . . . yeah. . . so too is the icons. . . super annoying. All the icons are in 1 .png file. . . so you would have to use a photo editing tool/software to add them into the craftbots, and then edit the xml script file (separate file from the recipe file and the png file) so it knows where the icons are in relation to what you made. Its alot of annoying work. Theoretically I think I can get it all working but I would prefer if someone else could send me a few specific original files of the game to work off of. . . only because I made ALOT of progress with fixing things up now in compatibility with a few other mods and I would hate to reset that progress now jsut to get the original files to made this mod survival complete for someone else >.<
When I say I can get this to work properly, I mean this mod alone with the base game. There's ALOT of extra steps you do to "adjust" for the compatibility with others. Unfortunately, every new mod you want to work with other mods means re-doing alot of the steps of "combining" the code and images in a way that has to be done manually every time. So it can be made to work with other mods but you would need to know how to edit your files to make it work. . . which is a process. . . every. single. time.
"Ventai" (https://steamhost.cn/steamcommunity_com/id/vental), your comments are utterly showing of your lack of knowledge in any computer discipline needed to activate this mod in survival.
Also, just as a trophy, I will record these fantastic insults to show the public how emotionally involved some individuals can get: https://gist.github.com/DasEtwas/c8dc11814b0034e37448f2e1eba818b7
I will probably frame these and hang them on my wall, so I have something to laugh about while I addressing similar brain farts.
Let's see:
"HOWEVER, there is a VERY stupid and amateur mistake I noticed straight away (sorry mod creator but I gotta call you out on this if you ain't gonna bother to try and help the people out yourself). "
". . what a swell guy, leaving us a broken crutch like that >.>" (nice job assuming gender btw)
"So it can be made to work with other mods but you would need to know how to edit your files to make it work. . . which is a process. . . every. single. time."
In your lengthy comment, you used several https://en.wikipedia.org/wiki/Straw_man arguments. Did it not cross your mind once that the manual modding process endorsed by some modders could have details which do not apply to this case? I never recommended replaced game files. Assuming this is not my problem.
In my opinion, to install the mod, one just needs to have basic knowledge of JSON and which files the game loads per mod and which files need to be modified manually (which I don't recommend).
It almost seems like .. "you would need to know how to edit your files to make it work. . . which is a process. . . every. single. time.".
The "one png file" is called a texture atlas. Look it up. The corresponding XML-file is a layout information file for that texture atlas. This is how the game works. The game can load my mod in creative.
While the game does not support mods in survival I will not offer support for whatever breaking changes influence workarounds I found out.
Insult? If you feel insulted by the results. That's more on you than what other people have to say about those results. I'm not here to dish insults or get all high and mighty like some dude framing something on the fridge. I just see a project that "offered aid" but didn't even work on launch and people have asked for help with no response ever since. I'm not here to attack, I'm here to pick up the slack. That's it. Again, if you are insulted by that fact or the fact that there even is slack to call out to begin with, then the person who is to feel insulted by isn't the person who simply pointed it out.
Again, this was never an insult, this was just me getting this done and testing things properly. If you had replied to the cries for help before now, even once, hell, even posted so much as a guide to help the people who know even less than you and I, something most other survival moders do, then neither you nor I would be here right now. Hell, even so much as saying "I am discontinuing any survival support, you are on your own", even that would have made atleast some level of transparency for the lack of aid or functionality. If everyone else is having the same issue, then the problem isn't the people, rather it's the execution of the service.
None of my comments are about the artist (you), my comments are on the result, the art.
That being said, if you are going to try and "attack back" something that was never even an attack to begin with (I even said "sorry, but someone has to point this out" to show it was well meaning), then at the bare minimum, you can take that pride you hold dearly and atleast tell me what it is you assume I got wrong.
Everything I said here stems from a simply philosophy:
A broken crutch that will snap will leave a man that learned to depend on it when he could have learned to walk on his own crippled forever.
That philosophy means that helping in a way that people depend on it, and then that thing they depend on gets taken away from them, it does more damage then good and that half-help where they can't do the rest on their own is worse than no help. A broken crutch helps no one.