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MrPurple6411

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MrPurple6411

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40 comments

  1. MrPurple6411
    MrPurple6411
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    If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. 
    Paypal: paypal.me/MrPurple6411
    Patreon: patreon.com/MrPurple6411
    Github: github.com/sponsors/MrPurple6411
    Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq

    Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. 
    (Not every time but enough to be worrying)
    So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.

    Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
  2. Sc0agar4k
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    Is it possible to make this mod compatible with "CC3 More difficult and or realistic and or grindy recipes" mod?
    1. MrPurple6411
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      if someone were to copy the changes from that "mod" and change all the itemid's to the kits id's that you can get from the nautilus cache files after first load.

      then the kits will use the same recipes as said "mod".

      {
              "Name": "BaseRoom",
              "CraftAmount": 1,
              "Ingredients": [
                  {
                      "Name": "TitaniumIngot",
                      "Amount": 2
                  }
              ],
              "LinkedItems": []
      },
      {
              "Name": "Kit_BaseRoom",
              "CraftAmount": 1,
              "Ingredients": [
                  {
                      "Name": "TitaniumIngot",
                      "Amount": 2
                  }
              ],
              "LinkedItems": []
      },
      {
              "Name": "BaseHatch",
              "CraftAmount": 1,
              "Ingredients": [
                  {
                      "Name": "Quartz",
                      "Amount": 2
                  },
                  {
                      "Name": "Titanium",
                      "Amount": 6
                  },
                  {
                      "Name": "Silicone",
                      "Amount": 1
                  }
              ],
              "LinkedItems": []
      },
      {
              "Name": "Kit_BaseHatch",
              "CraftAmount": 1,
              "Ingredients": [
                  {
                      "Name": "Quartz",
                      "Amount": 2
                  },
                  {
                      "Name": "Titanium",
                      "Amount": 6
                  },
                  {
                      "Name": "Silicone",
                      "Amount": 1
                  }
              ],
              "LinkedItems": []
      },
       
      then repeat this for all the other kits and it "should?" work... maybe?
  3. Rojogamer98
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    Is there any way to make BaseKits use custom recipes? I have a mod that makes crafting recipes more complex, but BaseKits is still using the vanilla values.
    1. Sc0agar4k
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      You need to copy all "Kits" files from Original Recipes to Working Files folder and change the Ingredients value to one you wanna use.
    2. Meistgesucht
      Meistgesucht
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      After a while of "copy and past" this works just fine and i now got my more difficult version - Thanks!
  4. Meistgesucht
    Meistgesucht
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    Hi MrPurple,
    I'd love to use your mod, but I came for pretty much the same reason as "Sc0agar4K" already asked - I also came to ask for a "CC3 More Difficult Recipes" version of your mod. I was able to update the "CC3 MdR" recipes part, but have no idea how to get it to work with yourmod - even with your linked hint on how it wouldwork.
    Pleace could you may make a "More Difficult" version?

    ... just read the other reply of "Sc0agar4K" o.O - now i gonne try that

    Update: After a while of "copy and past" this works just fine and i now got my more difficult version - Thanks!
  5. NotFishMan
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    it doesn't work for me, none of the recipes are showing up, even though i now have the modification station. i think this mod may be outdated.
    1. Sc0agar4k
      Sc0agar4k
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      It can't be outdated. Im using this mod right now and it works just fine. There must be some other issue, if you can't see recipes.
    2. MrPurple6411
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      Do you by chance have SMLHelper installed?
    3. NotFishMan
      NotFishMan
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      i do now and it still doesn't work. i even uninstalled and reinstalled the mod, it doesn't work!
  6. tkal71
    tkal71
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    How does one build the fabricator kit? I do not see it as an option anywhere in the list of buildable stuff with the Habitat builder tool.
    1. tkal71
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      Patience is a virtue. Seems that the fabricator kit becomes available after a certain point in the game and/or once you've discovered enough new tech.

      Great mod.

      I noticed a bug; the scanner room fabricator list does not appear when clicking on the fabricator. Workaround is that once you've built the scanner room, if the scanner room fabricator list does not appear; save your game, quit, disable the Base Kit mod, reload the game and go to the scanner room fabricator to see if the list will now appear, if it does, save, quit, re-enable the Base Kit mod, reload your game and the list should still appear.
    2. AnmarIshgi
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      You only have to unlock the modification station to unlock the base kit fabricator
  7. moonrazk
    moonrazk
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    Wish you could make more parts, like fabricator and solar panel kits, those are basic for new bases.
  8. darkangelkota
    darkangelkota
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    Does anyone know the SpawnIds for the kits? Or how I could find them?
  9. Pani7788
    Pani7788
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    For me, this mod didn't run, even though "MOD MANAGER" says it is installed, the recipes and items are not in the game. The files were placed inside the bepinex plugin folder. If anyone knew what was wrong, I would appreciate it.
  10. spannerman79
    spannerman79
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    This is so much easier then dragging a bunch of matts around when you want to create a special base.

    I would love for you to add Thermal Plant's
  11. gusty080
    gusty080
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    i can't find the fabricator. Idk if it didn't work or if i need to find fragments or like what?
  12. Xunnamius
    Xunnamius
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    Looking over the source code, seems this mod's fabricator and related pieces unlock alongside the "workbench" (i.e. the modification station)? I was confused when I saw the option to build prefabbed items via the builder tool but didn't see the "special fabricator" among my recipes but now it makes sense. I need to unlock the modification station first. Thanks for this great mod!