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.
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".
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.
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!
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.
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.
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!
40 comments
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.
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?
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!
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.
I would love for you to add Thermal Plant's