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As I said before, I think the current state is already very good and logical, I rather have a few suggestions to round it all off.
One thing is, if possible it would be much more immersive to need a "lit campfire" instead of "just a campfire" to do the recipes (for your ammo mod too) - because from a logical point of view you need the "heat" to craft things.
To be honest, I don't know if the game makes a distinction of the campfire token when it is lit or not. And if this would be possible code-sided somehow.
I also noticed that unusable metal is not present in any recipe, but is needed in not small quantities (15) for the forge.
If you put the 15 unusable metal aside from the beginning, it's not a problem, but I started building up the forge setup with metalworking 6 - the parts almost don't drop at all anymore. The grind is not in proportion to the "fun factor".
Just as a tip, maybe add a simple recipe like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854310845&searchtext=unusable+metal - just in case someone starts the whole setup later.
Thank you and looking forward! :)
so its going to cost 160 metal scraps to make a forge with current recipe >.<
But you can rest a little easier, from my experience with this mod so far - to get metal scraps is very easy. You need metal scraps for crafting metal things, but at the same time you can dismantle everything to metal scraps. Which is the whole essence of this mod versus all the other mods that have extremely simplified recipes and allow you to craft back and forth. Other mods took it too complicated for my personal taste.
This mod is good balanced, not too hard, not too easy and logical to craft metal stuff and for players who don't want to have everything for free with more immersion overall and some challenge. I think S4ro will find a solution for the unusable metal problem for sure! :)
on a side note wouldn't a much simpler fix to the "Metal: unusable" (or what i called it in my mod for sorting reasons... anyways)
be remove it from recipes all together & just replace it with metal pipe/sheet/scrap ?
& simply than just have a few options to smelt what little unusable metal u might happen to find into metal scraps or something that can than be made into other stuff?
also i have currently had no luck at all demo mailbox either the normal ones or the blue ones >.<
That way it seems realistic/fair/balanced to me:
Level 6 - Machete (<- "swords" should need a magazine)
Level 7 - Crowbar
(Level 8 - Lumberjack axe - is already in your mod)
Level 9 - Sledgehammer
Level 10 - Katana (<- "swords" should need a magazine)
So it's possible to get more reward from crafting instead of looting, but at the same time exploration/looting remains the "faster" way. The normal/firemans axe should not be included -> I would keep it simple, but not too easy.
And further - thank you very much for your mod and your time! :)
Best regards/
PS: A question of pure interest,
Why some recipes need "bag of soil"? I'm not a blacksmith at all, but never heard or thought of "needing soil" for forging before.
i do wonder if you able to give bonus stats mainly durability to items based on metalworking & or other crafting level's?