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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1527495509
ISSUE
Fuel Rod system is a good idea but it cause issue with other mod and blueprint that use uranium reactor. It's better to convert all already inside uranium to uranium fuel rod so the reactor still working than adding fuel rod to every reactors in other mods.
HOW TO FIX
Short version:
Change SubtypeId of UraniumFuelRod back to Uranium and Uranium (ingot) to something else i.e "UraniumIngot"
Detailed version:
A. Physical Item
I. PhysicalItems_FuelRods.sbc
find these entry and replace them:
1. )
<Id>
<TypeId>Ingot</TypeId>
<!-- <SubtypeId>UraniumFuelRod</SubtypeId> turn it back to automatically convert uranium ingot in blueprints/spawns reactor to fuelrod -->
<SubtypeId>Uranium</SubtypeId>
</Id>
<DisplayName>Uranium Fuel Rod</DisplayName>
2. )
<Id>
<TypeId>Ingot</TypeId>
<SubtypeId>DepletedUranium</SubtypeId> <!-- NOT changed to differ from DepletedUraniumIngot and naming consistency (for uranium case only) -->
</Id>
<!-- <DisplayName>Depleted Uranium</DisplayName> changed to differ from Depleted Uranium Ingot -->
<DisplayName>Depleted Uranium Fuel Rod</DisplayName>
II. PhysicalItems_Ingots.sbc
1. )
<Id>
<TypeId>Ingot</TypeId>
<!-- <SubtypeId>Uranium</SubtypeId> changed it to differ ingot from fuelrod -->
<SubtypeId>UraniumIngot</SubtypeId>
</Id>
<DisplayName>DisplayName_Item_UraniumIngot</DisplayName>
2. )
<Id>
<TypeId>Ingot</TypeId>
<!-- <SubtypeId>DepletedUranium</SubtypeId> add Ingot keyword for naming consistency -->
<SubtypeId>DepletedUraniumIngot</SubtypeId>
</Id>
<DisplayName>Depleted Uranium</DisplayName> <!-- NOT changed -->
B. Blueprints
III. Blueprints_Composite_RadioActive.sbc
Replace All these entry, I use Notepad++ in this case:
1. (so we won't get Uranium Fuel Rod from composite Refining)
Find what : TypeId="Ingot" SubtypeId="Uranium"
Replace with : TypeId="Ingot" SubtypeId="UraniumIngot"
IV. Blueprints_FuelRods.sbc
Replace All these (so we will get Uranium Fuel Rod from Fuel Rod Assembly) (please follow this step! DO NOT replace uranium fuel rod first so get the ingot and fuel rod in same name):
1. )
Find what : TypeId="Ingot" SubtypeId="Uranium"
Replace with : TypeId="Ingot" SubtypeId="UraniumIngot"
2. )
Find what : TypeId="Ingot" SubtypeId="UraniumFuelRod"
Replace with : TypeId="Ingot" SubtypeId="Uranium"
V. Blueprints_AtomicActivation.sbc
I found that the Depleted Uranium's blueprints are so messed up in this file, because the <SubTypeId> of depleted uranium ingot from fuelrod and ingot are the same (DepletedUranium) and both of them have <TypeId> Ingots.
So I changed this file a bit and because I think it's supposed to activate the Ingot version of Uranium instead of the FuelRod version.
Replace All these:
1. (so we use Ingot instead of FuelRod)
Find what : TypeId="Ingot" SubtypeId="Uranium"
Replace with : TypeId="Ingot" SubtypeId="UraniumIngot"
2. (naming consistency for uranium case)
Find what : TypeId="Ingot" SubtypeId="DepletedUranium"
Replace with : TypeId="Ingot" SubtypeId="DepletedUraniumIngot"
3. (change the icon to use the ingot version not fuelrod)
Find what : <Icon>Textures\GUI\Icons\component\FuelRods\DepletedUranium_Icon.dds</Icon>
Replace with : <Icon>Textures\GUI\Icons\ingot\uranium_ingot.dds</Icon>
VI. Blueprints_Ammo.sbc
Replace All these:
1. (so we use Ingot instead of FuelRod)
Find what : TypeId="Ingot" SubtypeId="Uranium"
Replace with : TypeId="Ingot" SubtypeId="UraniumIngot"
2. (so we use Ingot instead of FuelRod)
Find what : TypeId="Ingot" SubtypeId="DepletedUranium"
Replace with : TypeId="Ingot" SubtypeId="DepletedUraniumIngot"
VII. CubeBlocks_Reactors.sbc
Replace All this:
1. (<SubtypeId> UraniumFuelRod is no longer available, use <SubtypeId> Uranium)
Find what : <SubtypeId>UraniumFuelRod</SubtypeId>
Replace with : <SubtypeId>Uranium</SubtypeId>
TESTED [2019-DEC-18]
Of course I can give you the edited files if needed to fasten the process.
Currently, all ship based mining drills require Motors, which cannot be built without an advanced component assembler. This means you have to go from survival kit all the way to advanced component assembler with hand drilling, which is frustrating.
Although not directly in the scope of this, this also affects the Daily Needs Mods, since all of those blocks require motors as well.
I would suggest, either a lower tier drill that just can work on parts from the basic component assembler (possibly also adjusting at least the emergency ration dispenser's recipe the same way) or readjusting so that motors can be built with the basic component assembler.
To drive home the point, elementary school children (4th Graders) make crude motors in early science class with nothing but wire and magnets as a teaching/learning exercise about electricity. These juveniles do this with nothing but their hands and some iron-age tools.
Put simply, the late game appearance of motors violates the suspension of disbelief for no rational game design justification. It is simply indefensible. As soon as one can make wire and find/shape magnets, electric motors (and electric generators) should begin to be available.
The only win-win solution path to preserve the design objective while not also being a cause of disbelief and the wholesale rejection of the EWE foundation is tiered motors. It makes perfect sense that power and miniaturization (volume and mass) would scale with technical capability.
There is a significant difference between "playable" and "enjoyable".
Objectively, can one play this (with motors in late game)? Yes.
Subjectively, is it enjoyable (with motors in late game)? No.
To frame the subjectivity, I temporarily suspend my own opinion and pose the legal fiction embodied in the Reasonable Person Standard. I think a reasonable person would conclude the restriction (measured against any design parameter) not only adds little value, but on balance, actually robs the game of enjoyment.
I will continue to morally support EWE because I believe in the vision. But I will, without hesitation or reservation, mod around this motor nonsense.
First of all, Happy NY and a prosper 2021
now, my rebalance suggestions are:
1) Change the concrete block .sbc's to the one's from the add-on mod that you deleted.
Because: Some does not have the wasteland DLC, but still wants the concrete look, also it "autoskins" it to concrete whereas now i need to apply the dlc skin. Secondly, as a construction engineer, i can assure you that we put the Rebar first, then the concrete :)
2) Fuel Rods, please change the coppertubes needed for the fuelrods to the graphene tubes, because in Real Life, they use Graphite tubes as moderator in a nuke-plant...
3) If you are interrested, i have a list here somewhere with the densityweight (mass)of all elements, i can recalculate them all to 1L (volume) so you would have a realistic mass/volume in the container.
If you are more interrested, i can make a calculator so that a motorblock has the weight of his parts, who has the weight of his basic parts, who has the weight of those element-ingots/fluids.
Please let me now in what form you would like the output so it is easier for you to implement it in the sbc's without to much hustle...Because as now, it takes less mass & volume to build mainframes and motorblocks, to disassamble them at destination, which makes totally no cents. (pun intended)
Still love this awesome mod and i think this would make it Uber-awesome
Thx again for the time and effort you put into this!
For mass and volumes, Drukenwok has been working on balancing some of these issues, however, some of them had to be altered beyond reality (mainly cryogenic fluids).
If you would like to help and contribute, your welcome to join the discord where more of the convos take place.
First, I love fact that ores contain more or less realistic elements, that build materials are magnitudes more sensible than vanilla to build, however I still have questions, otherwise I guess I wouldn't write here so:
Is there any plan to convert more of DLC blocks (thrusters, wheels, rover cockpits..) to have similar parts in use as non-dlc blocks when EWE is installed?
I take that industrial assembler is left intact intentionally, but why it has old recipe for motors?
Currently cockpits are tough to get if you are short of anything that is needed to make led then display, are there any plans to add some -simple- cockpit or whatever that you can build when you got no gallium/indium without tearing things apart?
Making remote control which would be damn useful to have simple automated carrier between mineholes and main base is also very very towards end of tree, when you basically can afford flying everything-base.