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Messages - Drakoflame

#1
Quote from: cuproPanda on July 20, 2016, 11:40:33 AM
I like the idea of putting them on steam, but I don't know. That would be another thing to update every time I do updates, and I believe the updates are forced, which would break a lot of peoples games. I might be wrong, though. For now, it's up in the air - once I'm done updating everything I'll look into it.


I completely understand, and I know it would get difficult and fustrating, but you could do it where the version on the forums is the "live and buggy" version, and then push the "mostly stable" version up to steam for people to use, that way you can avoid breaking games (for the most part X3)
#2
I hate to be.... "that guy", but what are your plans for the Steam version? IE: do you plan to upload your mods to the workshop?
#3
I just noticed something... you can't make Mud Bricks or Bricks without clay... but in a Temerate Forest biome, you can't get clay, because there is no shallow waters or marshy soil... perhaps an alternative way to craft clay? Say... Dirt, Sand, and a Bucket of Fresh Water? otherwise the only way to get those materials is to trade with someone, or find a structure generated in the map
#4
Yay for the updates :D now, hopefully I can survive more than a year and do fun things :D (note to self, don't try to survive in Ice Planes biome without a source of wood...)
#5
Outdated / Re: [A13] Doh's Easy Agronomy
May 18, 2016, 04:34:58 PM
Oh, also, do any of these new features (aside from the planter box because you've confirmed), but do the sunlamps require research to use/make?
#6
Quote from: cuproPanda on May 18, 2016, 01:07:09 AM
It wouldn't be difficult to do there, but I chose the smithing table since you're crafting the cables as well as wrapping them in rubber, which would be out of place at the regular stove. I think what I should do is make the insulated batteries research require smithing, since that's something that is needed to make the batteries anyways, thus making it a natural progression. Most of the features in EXP came from a personal mod I was using in A12 called CHEM(cupro's harder expansion module) which I've been slowly implementing throughout my mods for A13. In CHEM, I had an assembly table with a bunch of recipes for circuits which required silicon, copper traces, rubber, etc. I thought it best to leave those features out for now, since I'm not trying to make it that hard. It did take a lot of work to do. So to sum up my rambling, that's why I chose the smithing table. I'll do what I can to clear up any future confusion.


Ahh, that does make sense xD. And, as for the other parts of the mod, you could still add them, but make them part of a "Hard" version, so you have the "easy" version, that just adds the few things you've got now, and the "hard" version adds the table with those other recipes.

Also, is there a way to increase the amount of your ores (cold/glowstone, quarts, copper) that spawn in a map? Currently the only way I've gotten coldstone and glowstone in my new map, is by using a quarry. I found an ancient structure that was made of copper walls, and got a bunch more from dissasembling the cryo-pods, and I've only gotten 4 quarts from the worlds tiniest vein of 2 wide... its... fustrating to say the least, I had three seperate chunk piles for all the chunks I mined out of the quarry, as well as from my mining (granted I'm only in a small hill, half of the map is still mountain, I'm sure there's some in there, I just don't have the people power to do it, I'm struggling as is to keep people happy and keep my base clean)
#7
Quote from: cuproPanda on May 17, 2016, 11:12:31 PM
Sorry about that, I could've sworn I put that on the main post. You need to research smithing, and they are made at the smithing table. It doesn't fit exactly, but I figured it was better to use the smithing table than add a new table/research for just 1 recipe.

Aaaahhh, alright, and well, aside from waiting for the RNG Gods/AI to send you come insulated copper cables, you could make it at the stove. Think, your wrapping the copper in rubber, so you need to heat it up, and soften it up, so you can wrap it around. But having it at the smithing table works. Also, something that would also make sense, would be putting it into the "insulated batteries" research, if you have that addon installed (I was researching that thinking thats where it would be, because it made sense to me, but smithing also does kinda work)
#8
Outdated / Re: [A13] Doh's Easy Agronomy
May 17, 2016, 10:09:40 PM
Can you plant tree's in the boxes? Or is that planned with another box type?
#9
I'm new to the thread, and this is the first place i'm making a comment on, because I need help. Where do I make/what research unlocks the Insulated Copper Cables? I need them for the mid-tier type machines (that start using electricity), I got lucky when a cargo-pod dropped with 27 so I could make the Hi-Tech research station, but now I need 30 for the machining table, which was where I thought they were but now I think its unlocked by research