Or just add an animal that eats metal that's left laying around. That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
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#152
Mods / Re: I'm bored. Who needs some art?
April 20, 2014, 12:47:22 AM
I tried to make a turret earlier but it didn't work out at all... so here's the leftover art files if anyone wants to have fun with them.

Turret Base

Turret Gun

Fireball

Turret Base

Turret Gun

Fireball
#153
Outdated / Re: [MOD] (Alpha 3) IronWeed
April 19, 2014, 02:22:16 AM
Yes, you can easily change the amount produced per plant - just go into the IronWeed.xml (it's the only file in the mod beside the plant texture) and find the line:
<maxFoodYield>5.0</maxFoodYield>
Change that to whatever you want. Make it only 1, jump it up to 1000, it's all up to you. Personally I haven't found it to be very unbalancing, being as even with hydroponics you're only getting 20 metal for the whole table per growth cycle, which is barely enough to make ten carpet tiles. And it's taking up your farmer's valuable time away from growing actual food, which means what you're actually doing is more of a trade than a freebie.
Yes, as another poster mentioned, ideally it would be something that requires more processing at a work bench of some sort. However, frankly I have very, very little modding experience and the last thing we need is yet another type of workbench added to the game. So with that in mind, if more more talented brethren would like to take this and incorporate it into their own mod(s), and then add an extra workbench step using their workbenches, well then be my guest. Personally I think the best workbench option for it would be the Crematorium (from the cremation mod), as you'd basically be burning off the organic parts and leaving behind the metallic core as a handy lump of metal.
Note: If you think this is crazy, consider that it's entirely possible to make planets that produce medicine, uranium, and possibly even weapons. (Actually, a plant that produces medicine would not be unbalanced at all, as there are obvious numerous real-life examples of medicinal plants out there).
<maxFoodYield>5.0</maxFoodYield>
Change that to whatever you want. Make it only 1, jump it up to 1000, it's all up to you. Personally I haven't found it to be very unbalancing, being as even with hydroponics you're only getting 20 metal for the whole table per growth cycle, which is barely enough to make ten carpet tiles. And it's taking up your farmer's valuable time away from growing actual food, which means what you're actually doing is more of a trade than a freebie.
Yes, as another poster mentioned, ideally it would be something that requires more processing at a work bench of some sort. However, frankly I have very, very little modding experience and the last thing we need is yet another type of workbench added to the game. So with that in mind, if more more talented brethren would like to take this and incorporate it into their own mod(s), and then add an extra workbench step using their workbenches, well then be my guest. Personally I think the best workbench option for it would be the Crematorium (from the cremation mod), as you'd basically be burning off the organic parts and leaving behind the metallic core as a handy lump of metal.
Note: If you think this is crazy, consider that it's entirely possible to make planets that produce medicine, uranium, and possibly even weapons. (Actually, a plant that produces medicine would not be unbalanced at all, as there are obvious numerous real-life examples of medicinal plants out there).
#154
Outdated / Re: [MOD] (Alpha 3) IronWeed
April 17, 2014, 09:12:12 AMQuote from: Blackjack1000K on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?
Y'know, we could probably do something like that... a plant with very, very low nutritional value but a very, very high price tag that you could sell to less savory traders that come by. Basically something you'd farm for lots of silver.
I just wouldn't make it look too much like any real-life plants to avoid legal issues for the devs.
Quote from: Vas on April 17, 2014, 09:05:07 AMI played already and you don't need to mine to get metal, you can buy it off traders.
"Sick of mining? Tired of waiting weeks for the industrial trader to return?" Did you skip that part?
I've also played already, and I'm also aware that waiting for traders takes a while, especially with other mods installed that increase the variety of traders; for example, with BigBangAlpha3 there's almost a dozen different types of traders and waiting for just the right one can take over a month.
If you don't like it, don't use it. Personally, I've found it's handy when it's late in the game and I've already mined out all the available metal deposits on the planet and I'm waiting weeks for the industrial trader to swing around again.
#155
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
April 17, 2014, 09:03:01 AM
Finally got the laser drill to work... thanks for the help! Now burying planet in geothermal plants
#156
Outdated / [MOD] (Alpha 3) IronWeed
April 17, 2014, 09:00:25 AM
Sick of mining? Tired of waiting weeks for the industrial trader to return? Don't you wish metal just grew on trees? Well, too bad, it doesn't... but it does grow on bushes!

Does what it says on the tin: You can now grow a new plant type called "IronWeed" in both Growing Zones and at Hydroponics Tables (via the drop down menu available on both). While you can't actually eat IronWeed, that's no problem, because when you harvest it you get METAL instead of food (about 5 units per bush)!

This mod was stupidly easy to make and should be bug-free straight out of the box. Overpowered? You betcha! I'd almost consider it a cheat but remember that farmer who is growing IronWeed aren't growing any actual food, so you are still putting out some kind of effort to get your precious metals. The only difference is that now they're a renewable resource.

#157
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 17, 2014, 03:01:43 AMQuote from: Architect on April 16, 2014, 09:32:27 AMIt takes 200 in game Rareticks before it does anything, but trust me it does workIf there is no power during the TickRare that it functions, that Raretick doesnt count. FYI, there is 250 ticks in a Rare tick.
Ok so when it's done how will I know? Is there a message, a graphic, a sound? Will the vent be under it or next to it? Do I have to take it down when it's down or build a generator over it?
#158
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 16, 2014, 09:00:13 AM
One thing that perplexes me is the laser drill. Does it actually do anything besides suck up a lot of power? I was under the impression that it would (eventually?) open up a new steam vent at the location of my own choosing, thus allowing more geothermal plants afterward... but so far it's been humming along for several days now and hasn't done actually anything.
#159
Outdated / Re: [MOD] (Alpha 2 & Alpha 3) Wild Farmer ~TMPT~
April 15, 2014, 06:45:19 PM
There was, in fact, a mod that did exactly that: Let you grow berries & agave in hydroponics. Sadly, it was only Alpha2 compatible and no longer works right with Alpha3. I'm hoping for an update but I'm not holding my breath.
#160
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 15, 2014, 06:38:30 PM
One hits about once a week, roughly. About one in ten lands inside my base, but that's on a small map. On a max size map I've yet to have one land inside my base, but that I suspect is just the laws of probability being slanted in my favor by the map's size.
Wouldn't be an issue except that you can't pave over steam vents. If you could I would just do that and ignore the occasional internal strike as a "cost of living" expense and not worry about it.
Another issue, possibly a bug but not sure, with BetterPower+ (I assume): I've done the entire research tree entirely and only the only new generator that came up was the basic wind turbine... which I cannot get to work no matter where or what facing I place it. I remember the original BetterPower had large wind turbines as well as at least two other generator types, yet none of these appear now. Should I switch back to the original BetterPower mod?
Wouldn't be an issue except that you can't pave over steam vents. If you could I would just do that and ignore the occasional internal strike as a "cost of living" expense and not worry about it.
Another issue, possibly a bug but not sure, with BetterPower+ (I assume): I've done the entire research tree entirely and only the only new generator that came up was the basic wind turbine... which I cannot get to work no matter where or what facing I place it. I remember the original BetterPower had large wind turbines as well as at least two other generator types, yet none of these appear now. Should I switch back to the original BetterPower mod?
#161
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 15, 2014, 06:09:41 PM
I use Chill Callie, so I at least have time to put a single turret up before fifty raiders jump me.
#162
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 15, 2014, 06:08:50 PMQuote from: Tynan on April 15, 2014, 04:31:25 PMYou guys are ridiculous.
Are we?
And also this:
"Jumping to the eleventh century, Emperor Henry I's troops, commanded by General Immo, defended their fortifications by launching a barrage of beehives at the siege forces of Duke Geiselbert of Lorraine and sent them scurrying."
#163
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 15, 2014, 05:56:12 PM
Good to see the lights fixed so quickly. 
Now my next question, not a bug, is about the event where an asteroid crashes and opens a stream vent on the planet: How do I turn this off? It was really cool at first, as more geothermal is always welcome, but then they started hitting inside my base and filling the interior with steam vents, too. This was not a good thing.

Now my next question, not a bug, is about the event where an asteroid crashes and opens a stream vent on the planet: How do I turn this off? It was really cool at first, as more geothermal is always welcome, but then they started hitting inside my base and filling the interior with steam vents, too. This was not a good thing.
#164
Outdated / Re: The BIG Bang Alpha 3 modpack~TMPT~
April 15, 2014, 03:46:30 AM
Bug: Light walls cannot be repaired nor removed.
#165
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 15, 2014, 12:36:44 AM
Needs a version that uses boomrats as ammo.
If there is no power during the TickRare that it functions, that Raretick doesnt count. FYI, there is 250 ticks in a Rare tick.