working with the legacy branch for the moment. and have been told there is a bug with cc2 that prevents the use of the genes part of the mod. has anyone encounterd this and mabey has fix or witch version of cc2 or sml
Greetings. I've been working on an update for your New Horizon Industries mod and I would like to request permission to make my version of the mod publicly available once it's done. I will of course make sure to differentiate my version of the mod from yours and I'll make sure to give credit to you for making the original mod, as well as put a link to the original mod. I've been working on this purely for fun (no commercial interests) and I only seek to make it publicly available so that I may share it with others, both so that they can enjoy it along with me and so that I may garner feedback from them regarding the mod. If you don't want me to make my version of the mod publicly available I will of course comply with your wishes and instead only keep it for private use.
Here's a short summary of what I've been doing:
Changing the lore of the mod to make more sense and to fill in some plot holes.
Fixing various typos.
Making the mod compatible with the QMM 4.4.3 update.
Changing many existing recipes to improve balance.
Changing many existing assets, as well as changing how some assets are used.
Adding many new tabs to improve recipe sorting, as well as making changes to existing tabs where necessary.
Adding many new recipes, many of which use custom assets.
Changing the internal names of nearly all existing tabs, recipes and items so they make more sense and are easier to work with.
Changing the formatting of the mod's files so they're easier to work with.
Changing the values of the biofuels to be more balanced (along with some changes to their recipes as well).
Adding many new uses to some existing recipes.
Adding optional modules to increase the difficulty of base-game recipes (might also add optional modules that contain harder versions of the mod's recipes).
If there is more you'd like to know about what I'm doing with my version of your mod, feel free to contact me. And if you have any prerequisites or conditions you'd like me to comply to then please contact me so we can discuss those.
EDIT: Thank you 0Bepy0 for the reply through private messaging. Let it be known that I have been granted permission to continue (to use this mod and all of its assets, modify them, and publish my version of the mod, separately and independently), that I will be giving proper credit to the original author of this mod (0Bepy0), and that I will post a link here in this forum once I'm done with my version of the mod and have released/published it. It will be separate from this mod, and while it will be made clear that this mod was used as its base/framework it will be different in many aspects (especially in regards to balance, progression, and the addition of many new items and recipes), although still very recognizable to users of this mod. Any ideas/suggestions/requests regarding new features that you'd like to see in my version of this mod would be welcomed (if 0Bepy0 doesn't object of course). :)
You could restore the transfuser, since I think all of it´s code is still in the game, and you can spawn fragments, although you would have to restore functionality to the centrifuge, I'm sure you can do it, you should also make it so that the basalt outcrops (still in the game, just that it doesn't spawn naturally, you can spawn it in with the command "spawn basaltchunk" or something like that) and make it so that it gives mercury, magnesium etc. as well as make it so that say, 75% of the uraninite spawns as uranium instead of uraninite, since from a chemical perspective it would make more sense (according to the game, uraninite is U3O8 [Triuranium Octoxide], but I feel it would make more sense if it was just uranium, plus it'd be best if all the restored resources can be obtained naturally as well), I have more ideas but I feel it'd be best if you tell me to continue.
Thank you for sharing your ideas and opinions. It's great to see people are excited/interested in my project.
But restoring the Transfuser and Centrifuge is a bit beyond me for now. The same goes for resource outcrops. Although it might not necessarily be that difficult to figure out I have some IRL issues I'm currently dealing with, so everything else, including learning how to do actual coding for the mod, is kind of on hold right now. But I might look into the Transfuser, the Centrifuge, and resource outcrops eventually. Finishing the part of the mod that is purely about adding new recipes will come first though.
Regarding uranium and uraninite, I see uraninite as the naturally-occurring raw and unprocessed form of uranium on the planet, at least at surface level. You can then take the uraninite and purify it with a blueprint, getting uranium in return. Uranium, due to it being pure and concentrated uraninite, can be used as a more valuable substitute for uraninite in recipes, using less uranium per recipe compared to uraninite.
Regarding Mercury, there is already a mod that restores drillable mercury deposits, so it handles that nicely IMO. Mercury is essential in the synthesis process of many other raw materials. I've also made it the main ingredient for crafting nanowires, a new electronics material, which is also used to make a quantum computer chip, another new electronics material. These two are currently used only in advanced electronics fabrication, such as alien artifacts (although currently, only the Translation Device requires it).
Regarding magnesium, it currently uses its old cut recipe that turns 3 salts into 1 magnesium. Magnesium is used as a substitute for cave sulfur in some recipes, such as flares and the laser cutter, since it is similarly combustible, providing an alternative way to make those items.
More ideas are always welcome though, even if they aren't something I am likely to look into any time soon. If you can think of any more creative uses for some of the materials the mod already contains, such as mercury, magnesium, or uranium, those are welcome as well.
All right then, great to see that my ideas all at least have a chance at happening. Thinking over how mercury and magnesium work, if you do end up making the whole outcrops stuff then the best thing to do would actually be to make it so that you can get magnesium from limestone outcrops, and as for mercury you can just copy the model for kyanite (and its drillable), change its color to gray, and make it spawn in the grand reef as a nod to the theory that when mercury was in the game, that was were it was supposed to spawn (it never saw the light of day but there were strange gray crystals in the grand reef) in the grand reef. As for other things, magnesium should be made from something else that would normally include carbon (which is why I said limestone outcrops), for things you can do now, you should certainly nerf some of the recipes (the microscope, fluid analyzer, etc.) since it certainly doesn't fell fine to have to make a battery anytime you want to make it. Magnesium could be used to make an upgraded, lighter version of the reinforced dive suit, since it is used for sportswear in real life, and this game takes place at around 2180, so I'm sure such a technology would exist. mercury can be used for really anything that's really high tech that requires advanced computer chips, and on the topic of advanced computer chips, since mercury is really versatile and can become a fluid, you could make a chip (like the scanner room hud chip and compass) that heals you periodically. Uranium however... I cannot think of any uses for it other than a replacement for uraninite, literally the one reason it's useful in real life is because it's radioactive, and it's not even the best at that either.
I have more Ideas but I'll be gone for two weeks, but I'll give you a rundown as to 2 different versions of this mod that I can imagine happening, one large one, and one mid-sized one
for mid sized you need to be able to spawn in things such as databoxes and fragments to give you certain blueprints, perhaps even giving some of the useless data terminals actual use within wrecks, as well as spawn in the previously mentioned basalt chunks, mercury crystals (plus a drillable version), and add a sort of story behind NHI (like, say, the NHI thing is a degasi prototype designed to develop new blueprints from any new things that are found in alien planets, and they were going to test it in 4546b, but you know what happened with the QIP and all) and yeah, that's most of it
for the large option you'd need to be willing to model (and animate) new fabricators, for example, and spawn in new pieces of geometry, plus everything for the midsized option.
Anyway though, that isn't as important as this, just make sure to polish what you have now and most of all, good luck with your IRL problems, bye!
(remember I won't give any replies such as new ideas in 2 weeks)
Restoring pickup-able mercury crystals (like those kyanite crystals) does indeed sound like a cool idea, it would really fill that gap nicely. I might also rip out the code from that other mod that restores the drillable mercury deposits and provide a standalone addon that contains only that (the mod I am referring to restores some other drillables as well, so it could make sense to have a standalone version of the mercury drillable), or at the very least I will put a link or something to that mod.
Making magnesium appear in outcrops instead of it only being craftable also sounds like a good idea. But instead of only in the limestone outcrop I would likely make it appear (in smallish amounts probably) in most, if not all of, the current types of outcrops since IRL it is a very common substance and is found in a very wide variety of places. After all, since most players will likely not settle their base anywhere near cave sulfur later on and they would likely want some kind of substitute for it that can be found elsewhere as well. There also exist mods that change where the player and the pod spawn at the start of the game, which can often be very far from any areas where cave sulfur is found, so having some kind of substitute for cave sulfur that can be found in locations outside those areas would help in these cases as well.
I am a bit confused about magnesium being used in clothing though. I can't really find much information about why it could be used for that. And how would it help in the process of making a lighter-weight reinforced dive suit? Does it strengthen the suit, which then accounts for using it as a substitute for some of the heavier materials in the suit, thus making it lighter?
But I do like the idea of a chip that periodically heals you or gives you very slow health regeneration. If I ever take the mod in the direction of adding new equipment for the player, such as chips, I will definitely consider that.
As for the mod's lore, here is the current revamped version of the original mod's lore section:
Welcome to New Horizon Industries Customer Support, how may I assist you? ... Could you repeat the name of the planet you're stranded on? ... 4...5...4...6...B... how did Alterra mess up this time? ... I see. Well I regret to inform you that Alterra has currently banned any and all exploration and rescue operations within their territory, which unfortunately includes the planet you're currently stranded on. But I'll be sure to inform them of your situation. Sir, what is your Alterra employee number? ... I can see on my computer that you currently have an active Premium subscription for the Alterra All-Environment Survival Package, or 'ASP' for short. This grants you access to remote ASP package deliveries as well as an advanced Adaptive AI Survival Suite, which should come pre-installed on most Alterra appliances, awaiting activation by an authorized user such as yourself. ... Yes, NHI is indeed responsible for ASP package deliveries, but since NHI cannot deliver any survival packages within Alterra territory at this time, the Adaptive AI Survival Suite is your best alternative. Once activated, it will automatically analyze data about your current surroundings and draw up blueprints to aid in your survival using resources obtainable within your local vicinity, which you can then fabricate. But for that you would also need access to some kind of fabrication technology. Do you have access to something like that? ... An Alterra fabricator? Perfect. Now, to gain access to the survival suite you just need to enter the following activation code into the fabricator's terminal: 'Zc4ke1sAL1e'. ... It worked? Fantastic. With that done it's all up to you to survive. And this concludes our business. Now, on a scale of 1 to 10 how would you rate- *Connection lost* The next orbital relay will be available in 9... 9... 9... 9... 9... hours.
How's that sound? However the lore turns out though, I will likely make a databank entry for the mod that contains its lore at some point when I get into actual coding.
As for the microscope, fluid analyzer, etc., you only need one of each of those, really. Each of the vanilla lab equipment can be upgraded into a new type of lab equipment. The new lab equipment, with some lore in their descriptions to back up their functionality, is used in many of the mod's recipes. But while they are requirements to craft the recipes they are also one of the outputs of those recipes, giving the illusion of them being reusable crafting tools/equipment since you never use them up. So their recipes will remain relatively expensive due to them being so important as well as reusable.
Another thing I want to mention is that I do not own Below Zero (yet), so it is unlikely that I will make a version of the mod for BZ anytime soon, even once I am done with the mod for SN1. I'm not entirely sure my computer can even run BZ smoothly, so I might even have to wait until I get an upgrade before I even start to look into that. And you won't be able to just use the SN1 version of the mod in BZ. There are a lot of things that are different in BZ compared to SN1 which will break the mod. Not only were a lot of things removed in BZ, but there are also a lot of new things. The recipes will need to be adjusted for this.
Hello again. I have some bad news to share with y'all. My version of New Horizon Industries is not yet done and won't be for quite some time yet, if ever. I am very busy IRL currently so I cannot see myself having the time and motivation for working on it this year, and perhaps not next year either, depending on how this year goes. And that's it; I just wanted to give anyone who has an interest in my project a heads up.
I've tried everything, but after the last update to QMods the radial tab for genomic sequences is off the map. I've tried changing the ids, using the unlock all, setting ForceUnlockAtStart to YES but nothing works.
I had used this mod for a long time already, and it worked perfectly, until that update (it was in 26 march). The SMLHelper was updated too at that same day.
If i use the console command item NHIADN4_terrestrialPlant it gives me one of the terrestrial plants genome but with a question mark instead of the item image asset.
I don't know if this is a problem with the image assets, with the radial tabs, with any kind of new restriction for the ids or what. Could someone tell me if this is just me?
The recipes txts need to be fixed for use with Qmod 4.4.3, the recipes now need to be in the correct order, because they can't have recipe components in them, without having the recipe to make THAT recipe component come BEFORE the other recipe
Yep, reordering the #---LabEquipment---# section of NewHorizon_AliasRecipes_Genomic.txt to the beginning of the file (right below the Alias Recipes) correctly unlock the corresponding gene recipes.
78 comments
Greetings. I've been working on an update for your New Horizon Industries mod and I would like to request permission to make my version of the mod publicly available once it's done. I will of course make sure to differentiate my version of the mod from yours and I'll make sure to give credit to you for making the original mod, as well as put a link to the original mod. I've been working on this purely for fun (no commercial interests) and I only seek to make it publicly available so that I may share it with others, both so that they can enjoy it along with me and so that I may garner feedback from them regarding the mod. If you don't want me to make my version of the mod publicly available I will of course comply with your wishes and instead only keep it for private use.
Here's a short summary of what I've been doing:
- Changing the lore of the mod to make more sense and to fill in some plot holes.
- Fixing various typos.
- Making the mod compatible with the QMM 4.4.3 update.
- Changing many existing recipes to improve balance.
- Changing many existing assets, as well as changing how some assets are used.
- Adding many new tabs to improve recipe sorting, as well as making changes to existing tabs where necessary.
- Adding many new recipes, many of which use custom assets.
- Changing the internal names of nearly all existing tabs, recipes and items so they make more sense and are easier to work with.
- Changing the formatting of the mod's files so they're easier to work with.
- Changing the values of the biofuels to be more balanced (along with some changes to their recipes as well).
- Adding many new uses to some existing recipes.
- Adding optional modules to increase the difficulty of base-game recipes (might also add optional modules that contain harder versions of the mod's recipes).
If there is more you'd like to know about what I'm doing with my version of your mod, feel free to contact me. And if you have any prerequisites or conditions you'd like me to comply to then please contact me so we can discuss those.EDIT: Thank you 0Bepy0 for the reply through private messaging. Let it be known that I have been granted permission to continue (to use this mod and all of its assets, modify them, and publish my version of the mod, separately and independently), that I will be giving proper credit to the original author of this mod (0Bepy0), and that I will post a link here in this forum once I'm done with my version of the mod and have released/published it. It will be separate from this mod, and while it will be made clear that this mod was used as its base/framework it will be different in many aspects (especially in regards to balance, progression, and the addition of many new items and recipes), although still very recognizable to users of this mod. Any ideas/suggestions/requests regarding new features that you'd like to see in my version of this mod would be welcomed (if 0Bepy0 doesn't object of course). :)
But restoring the Transfuser and Centrifuge is a bit beyond me for now. The same goes for resource outcrops. Although it might not necessarily be that difficult to figure out I have some IRL issues I'm currently dealing with, so everything else, including learning how to do actual coding for the mod, is kind of on hold right now. But I might look into the Transfuser, the Centrifuge, and resource outcrops eventually. Finishing the part of the mod that is purely about adding new recipes will come first though.
Regarding uranium and uraninite, I see uraninite as the naturally-occurring raw and unprocessed form of uranium on the planet, at least at surface level. You can then take the uraninite and purify it with a blueprint, getting uranium in return. Uranium, due to it being pure and concentrated uraninite, can be used as a more valuable substitute for uraninite in recipes, using less uranium per recipe compared to uraninite.
Regarding Mercury, there is already a mod that restores drillable mercury deposits, so it handles that nicely IMO. Mercury is essential in the synthesis process of many other raw materials. I've also made it the main ingredient for crafting nanowires, a new electronics material, which is also used to make a quantum computer chip, another new electronics material. These two are currently used only in advanced electronics fabrication, such as alien artifacts (although currently, only the Translation Device requires it).
Regarding magnesium, it currently uses its old cut recipe that turns 3 salts into 1 magnesium. Magnesium is used as a substitute for cave sulfur in some recipes, such as flares and the laser cutter, since it is similarly combustible, providing an alternative way to make those items.
More ideas are always welcome though, even if they aren't something I am likely to look into any time soon. If you can think of any more creative uses for some of the materials the mod already contains, such as mercury, magnesium, or uranium, those are welcome as well.
I have more Ideas but I'll be gone for two weeks, but I'll give you a rundown as to 2 different versions of this mod that I can imagine happening, one large one, and one mid-sized one
for mid sized you need to be able to spawn in things such as databoxes and fragments to give you certain blueprints, perhaps even giving some of the useless data terminals actual use within wrecks, as well as spawn in the previously mentioned basalt chunks, mercury crystals (plus a drillable version), and add a sort of story behind NHI (like, say, the NHI thing is a degasi prototype designed to develop new blueprints from any new things that are found in alien planets, and they were going to test it in 4546b, but you know what happened with the QIP and all) and yeah, that's most of it
for the large option you'd need to be willing to model (and animate) new fabricators, for example, and spawn in new pieces of geometry, plus everything for the midsized option.
Anyway though, that isn't as important as this, just make sure to polish what you have now and most of all, good luck with your IRL problems, bye!
(remember I won't give any replies such as new ideas in 2 weeks)
Making magnesium appear in outcrops instead of it only being craftable also sounds like a good idea. But instead of only in the limestone outcrop I would likely make it appear (in smallish amounts probably) in most, if not all of, the current types of outcrops since IRL it is a very common substance and is found in a very wide variety of places. After all, since most players will likely not settle their base anywhere near cave sulfur later on and they would likely want some kind of substitute for it that can be found elsewhere as well. There also exist mods that change where the player and the pod spawn at the start of the game, which can often be very far from any areas where cave sulfur is found, so having some kind of substitute for cave sulfur that can be found in locations outside those areas would help in these cases as well.
I am a bit confused about magnesium being used in clothing though. I can't really find much information about why it could be used for that. And how would it help in the process of making a lighter-weight reinforced dive suit? Does it strengthen the suit, which then accounts for using it as a substitute for some of the heavier materials in the suit, thus making it lighter?
But I do like the idea of a chip that periodically heals you or gives you very slow health regeneration. If I ever take the mod in the direction of adding new equipment for the player, such as chips, I will definitely consider that.
As for the mod's lore, here is the current revamped version of the original mod's lore section:
How's that sound? However the lore turns out though, I will likely make a databank entry for the mod that contains its lore at some point when I get into actual coding.
As for the microscope, fluid analyzer, etc., you only need one of each of those, really. Each of the vanilla lab equipment can be upgraded into a new type of lab equipment. The new lab equipment, with some lore in their descriptions to back up their functionality, is used in many of the mod's recipes. But while they are requirements to craft the recipes they are also one of the outputs of those recipes, giving the illusion of them being reusable crafting tools/equipment since you never use them up. So their recipes will remain relatively expensive due to them being so important as well as reusable.
Another thing I want to mention is that I do not own Below Zero (yet), so it is unlikely that I will make a version of the mod for BZ anytime soon, even once I am done with the mod for SN1. I'm not entirely sure my computer can even run BZ smoothly, so I might even have to wait until I get an upgrade before I even start to look into that. And you won't be able to just use the SN1 version of the mod in BZ. There are a lot of things that are different in BZ compared to SN1 which will break the mod. Not only were a lot of things removed in BZ, but there are also a lot of new things. The recipes will need to be adjusted for this.
I had used this mod for a long time already, and it worked perfectly, until that update (it was in 26 march). The SMLHelper was updated too at that same day.
If i use the console command item NHIADN4_terrestrialPlant it gives me one of the terrestrial plants genome but with a question mark instead of the item image asset.
I don't know if this is a problem with the image assets, with the radial tabs, with any kind of new restriction for the ids or what. Could someone tell me if this is just me?
How did you figured that out?