To use this with Angry Koala: First make sure that you've updated Tabula Rasa to the correct version. Then, extract the mod and delete the player.config file. Then change the mattermanipulatorplus.modinfo file to match the correct version. (change "Beta v. Offended Koala" to "Beta v. Angry Koala") Finally, run game and enjoy.
It works for me. Did you remember to delete the player.info file from the mattermanipulatorplus' mod folder? Do you have the latest Tabula Rasa? Renamed the beta type within the modinfo file within the mattermanipulator's mod file correctly?
I have the same problem as Utane. It crash and gives me Acess Violotion and some codes. I have the lastes tabula rasa (1.5) and i did all that was explained here.
I noticed your matter manipulators don't destroy blocks at the same rate as their pickaxe equivalents.
I tweaked your mod a tad by modifying the fireRate for each type: - Stone) 0.112 - Copper) 0.082 - Silver) 0.06 - Gold) 0.047 - Platinum) 0.04 - Diamond) 0.033
This was done in the spirit of making them equal to the pickaxes and decentivizing carrying pickaxes because they are a little faster (The entire premise of this mod correct?). Would like to see your official mod reflect this.
If we want to balance the power a bit, I'd suggest decreasing the fireRate depending on how far away the blocks you are trying to destroy. Ex: - Blocks right next to you = same rate as pickaxe - Each block farther away = 10% decrease in fireRate
Final note, I noticed that if a matter manipulator makes contact with a painted block (but without destroying it) it will remove its painted color. Is there a way we can prevent this from happening?
It says the version is Offended Koala, while the latest version is Angry Koala, so, would it break the mod if I changed the MODINFO file to say Angry Koala?
I was thinking of making a crafting suite (collection of workstations and their recipes) and wanted to edit your manipulator so that it is craftable via my tinkerers bench in an effort to save me some of the effort of doing everything from scratch... Credits etc will be given.
I don't know if anyone else is experiencing this or not but with newest version (Angry Koala) Matter Manipulator Plus is crashing the game at startup. I've changed the mod's version to match Angry Koala so it's not giving me mismatched version errors.
Absolutely love this mod! I couldnt stand the clutter of 3 different harvesting tools, two of which couldnt even be upgraded. I also went and modded your graphics so that it matches the sonic screwdriver mod thats on here (different colours for the different metals).
Also perhaps instead of having us make the stone MM, you could put it in the starter pool with the other stuff?
Modifying the starting pool of 6 races has a couple of issues. Existing characters would not have access to it. It is currently an upgrade from the default MM to patch the Stone version. Thus keeping the game balanced.
Glad to hear you're enjoying it, and even doing a bit of modding yourself.
After I thought about it more, I decided my suggestion wasn't such a good idea. >.> Would you mind if i uploaded my skin mod for your MMs? I'm gonna be asking the modder of the sonic screwdriver too.
That is if you want to use the Tabula Rasa mod to get access to the recipes. Putting my mod in the folder is all that is required though. Look in your crafting table for the Stone manipulator.
Oh I see. Tabula Rasa is a seperate mod! Haha it didn't occur to me to look that up. Ok I got it working and works great! Thank you this is awesome. I cant get rid of the pickaxe now.
1. Go into the file named XXXXXbeamaxe.beamaxe (where the XXXXXX is the certain tool in question, like copper, stone, platinum, etc.) 2. Find the part of the code that looks like this: "blockRadius" : 3, "altBlockRadius" : 1,
The blockradius is the standard mining area square, ie, a 3 indicates a 3x3 mining area. The altblockradius is the mining area for when the shift key is held down.
3. Change the number after blockradius to 4 or 5 or whatever. 4. Open a beer, and then chug it: you're already done!
If you are having trouble finding where the beamaxe files are stored, just look in your mods folder and investigate. It's not that hard. I've changed my gold and platinum beamaxes to 4x4 and my diamond is 5x5. Really nice change -- makes the game less tedious for after you've done quite a bit mining in the beginning to get the materials together.
77 comments
also, edit the player.config file so it ONLY has this in it (you're welcome):
{
"__merge" : [],
"defaultBlueprints" :
{
"tier1" :
[
{ "item" : "stonebeamaxe" }
]
}
}
First make sure that you've updated Tabula Rasa to the correct version.
Then, extract the mod and delete the player.config file. Then change the mattermanipulatorplus.modinfo file to match the correct version. (change "Beta v. Offended Koala" to "Beta v. Angry Koala")
Finally, run game and enjoy.
----
EDIT: Now worked. Well then...
Edit: Never mind took a gamble and figured out notepad works had never seen that file extension before so wasn't sure
I noticed your matter manipulators don't destroy blocks at the same rate as their pickaxe equivalents.
I tweaked your mod a tad by modifying the fireRate for each type:
- Stone) 0.112
- Copper) 0.082
- Silver) 0.06
- Gold) 0.047
- Platinum) 0.04
- Diamond) 0.033
This was done in the spirit of making them equal to the pickaxes and decentivizing carrying pickaxes because they are a little faster (The entire premise of this mod correct?). Would like to see your official mod reflect this.
If we want to balance the power a bit, I'd suggest decreasing the fireRate depending on how far away the blocks you are trying to destroy. Ex:
- Blocks right next to you = same rate as pickaxe
- Each block farther away = 10% decrease in fireRate
Final note, I noticed that if a matter manipulator makes contact with a painted block (but without destroying it) it will remove its painted color. Is there a way we can prevent this from happening?
Awesome mod! Keep it up!
The smaller the number, the faster the fire rate.
EDIT: Derp. Just read a post from earlier.
thnx,
DW420
Also perhaps instead of having us make the stone MM, you could put it in the starter pool with the other stuff?
Glad to hear you're enjoying it, and even doing a bit of modding yourself.
1. Go into the file named XXXXXbeamaxe.beamaxe (where the XXXXXX is the certain tool in question, like copper, stone, platinum, etc.)
2. Find the part of the code that looks like this:
"blockRadius" : 3,
"altBlockRadius" : 1,
The blockradius is the standard mining area square, ie, a 3 indicates a 3x3 mining area. The altblockradius is the mining area for when the shift key is held down.
3. Change the number after blockradius to 4 or 5 or whatever.
4. Open a beer, and then chug it: you're already done!
If you are having trouble finding where the beamaxe files are stored, just look in your mods folder and investigate. It's not that hard. I've changed my gold and platinum beamaxes to 4x4 and my diamond is 5x5. Really nice change -- makes the game less tedious for after you've done quite a bit mining in the beginning to get the materials together.