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Messages - Abrexus

#121
Quote from: Ninefinger on April 05, 2015, 02:14:05 AM
Awesome! it would be great if you could add compatibility for your surgery mod to be compatible with the zombie apocalypse mod, here is an example of how Expanded Prosthetics and Organ Engineering did it, https://ludeon.com/forums/index.php?topic=10571.0 Download for fix: http://www.mediafire.com/download/yzj5xluq1rswu4n/Zombie_Apocalypse_Fix.zip

I'm working on that as I type this oddly enough :)  Also, the long awaited Aparello Xpac!
#122
Update posted!

Superior Crafting is now split into the Core Mod, and expansions.  The core mod includes all the features of Superior crafting, and the expansions add in mod integration of popular mods, as requested.  The expansions are mostly the same as their original counterparts, but changed slightly to work within the Superior Crafting research tree, and resource changes.  They are optional, and not required to run the main Superior Crafting Mod.  If you already have a colony you started with a prior version of Superior Crafting, you will need the core mod and Xpac1 to continue with that colony.  You can optionally add Xpac 2 & 3 as well.
#123
Quote from: Bucketsmith on April 04, 2015, 05:13:42 PM
Fertilisation means the ground becomes more fertile, which in turn means your crops take less time to grow.

Personally feel the difference isn't notable last time I played (older version), but I never really found hydroponics bays to be a lot better either.

Mulch allows you to turn normal soil into fertile soil.  Again, I didn't change the default vanilla values of soil, fertile soil, or the hydroponics bay growth rates, but it may be worth taking a look at.
#124
Quote from: Savagedingo on April 04, 2015, 02:21:50 PM
Is crop generation affected at all with this mod?  I feel like with strictly vanilla my freezer was almost always full with harvest but I find that I'm having a hard time keeping up with the demand with this mod.

The crop stats were not changes at all with this mod.  The only thing added was that the cotton plant produces cotton instead of cloth directly (same with devilstrand) - growth rate and output has not changed.
#125
Quote from: Delekhan on April 04, 2015, 11:30:06 AM
I really like how the latest update feels. You were right that the adjusted crafting times make everything flow in a much more satisfying way.

I especially like the Steam Generator. It's fun! One suggestion: Can we have a button to turn the generator on or off (Kind of like the coal power generator from Mechanical Defense 2). That way it can serve as a backup/reserve power source even into the late game.

Also is there any chance we could integrate EatKenny's Browning .50 Cal Turret into the mod? It's super, super satisfying, not over or underpowered, and it would be nice if we could make it out of steel bars instead of ore (it currently costs 550 steel ore, and has a similar range to the sentry turret, 50% more damage, better accuracy, larger size, and an awesome sound effect).

Finally, could we have reinforced/buried/hidden power conduits integrated into the mod? I think they're in the Enhanced Defence mod. They're twice as durable as regular power conduits and hidden. They could unlock at Power III or Power II, or maybe Construction III (which currently only unlocks blast doors).

I think that could be added!  And thanks to all the nice comments, I am glad to be back. Huge update later today....keep an eye out!  The update will not be save game breaking either :)
#126
Quote from: Canute on April 03, 2015, 10:11:31 AM
Did you change anything at the crafting quality system ?
My crafter got crafting 20 and was crafting with that skill 15+ duster and the best one was just excellent.
Normaly i would get some masterpieces and legendary or i just was unlucky this time.

I did nothing to change the quality of crafted items.  In fact I didn't even touch the cloth recipes.
#127
Quote from: Telarin on April 03, 2015, 09:22:54 AM
Thanks for all the great work and quick fixes Abrexus, this is definitely my favorite mod out there.

One small balancing issue, and of course, with all things balance related, this is just opinion. It seems to me that guns are crafted way too quickly. After all, building a gun by hand from scratch requires a lot of time to machine and fit parts, etc. I would suggest the crafting time for guns be more on the order of a large sculpture where it takes several days. After all, the only truly limited resource in a game like this is time. Every thing else can be replenished by spending enough time on it, so that should really be the resource most adjusted to maintain a good balance.

That's a good point, and I struggled with the time to work for crafted weapons.  This evening I plan to add the helmets, and I'll take a second look at adjusting the times.
#128
Quote from: mathwizi2005 on April 03, 2015, 12:46:00 AM
If you're gonna start on helmets, why not go the whole 9-yards and do up a complex crafting system to create armor and weapons, much like how the current Bionic system works?

There already is armor/weapon crafting, I just didn't put in helmets prior to releasing.
#129
Quote from: Telarin on April 02, 2015, 09:17:44 AM
Any chance of getting helmets added in to the list of items we can craft? Seems like they would be easier to craft than armor and weapons, so it makes sense to me.
I will be adding helmets tomorrow.  The last two days I've been focusing on bug fixes and playing the mod.  I find things much easier by actually playing it (which is something I don't often get to do!)
#130
Quote from: cheetah2003 on April 02, 2015, 12:45:00 PM
For those interested, I have integrated some other mods into Superior Crafting.

I really appreciate your taking the time to do this.  What my plan is for Alpha 10, is to have the "Core" SC mod, then have expansion packs that integrate properly other popular mods people request.  Your help with this would be greatly appreciated!
#131
Quote from: Telarin on April 02, 2015, 01:02:07 PM
Minor bug: When placing an automated sniper turret, the range circle shown around it is not correct. It shows only the range of the normal turret, not the 45 range of the sniper turret.

Another bug: At the Chemlab, when you have a "Create until you have x" Bill setup for artificial bones, it is counting the number of stacks of bones, rather than the actual number of bones in each stack for the total.

Good catches....I have them both fixed along with a few other minor glitches, and should have an update shortly.
#132
Quote from: oldage on April 02, 2015, 07:28:20 AM
In this thread it was mentioned that plasteel bars are made at the electric smelter, where there is only a bill for just plasteel (which I have in abundance, I need bars for the smithing table)

Can't find it anywhere else either or maybe I'm just not looking hard enough. Could it be because of a mod conflict?

I could be...the electric smelter should have 4 recipes available.  (Make steel bars, Make plasteel bars, Smelt metal from slag, and Smelt weapon).
#133
Quote from: Savagedingo on April 01, 2015, 08:57:54 PM
Yea, loaded the update and it's still not showing up.  It does show up when I put god mode on.  I've only learned the first medicine, although it does say hospital bed in it, is there another level that will give me the hospital bed?  Great work on the mod by the way.

Edit:  So I kept going and after researching Chemlab the hospital bed popped up.  Not sure if that is working as intended or not.

The new file I just uploaded has the correct file.  You may have been one of the 9 or 10 who got it before I realized I put up the wrong one.  My tiredness is getting the best of me.
#134
Quote from: Savagedingo on April 01, 2015, 08:46:22 PM
Am I missing something about the medical bed?  I studied the Medicine and it says that my colonists can construct medical beds and also that I can plant a medicinal herb.  I am able to plant the herb but I can't find the medical bed anywhere.

Try downloading the new update again.  I may have copied the wrong zip file.  It should unlock with medicine.
#135
Version 2h is live!  A huge thank you to everyone who has given feedback.  The changes are listed below:

* Added hopper alert for steam generator
* Reworked the beauty factor for furniture (items scale properly based on what they're made of)
* Reworked the crafting work times for resources and items - crafting times reduced resulting in a much less "grindy" experience
* Increased the Sabre Shield to 500 from 200 HP and modified the required resources to make it
* Electronics now requires Silver and Sand - cost to make is balanced with market value

The crafting work time rework did take me alot of time, as I wanted to test each item and make sure it worked properly and felt balanced.  After playing most of the night, I can say it truly feels much better than it did before.  The next update is going to be a version 3, unless alpha 10 launches before then.  If so, I'll work first on updating the mod before adding any new features.