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Biome Extractors Mod
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tModLoader版本: 1.4.4
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935.345 KB
2024 年 10 月 9 日 上午 5:02
8 月 31 日 上午 3:05
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Biome Extractors Mod

描述
About this mod:

This mod adds a new type of furniture called "Biome Extractor" to the game. When placed, this machine will extract items from the biome it's in and then store them in an adjacent chest.
These machines generate items automatically every few seconds. All they need to start working is to have a valid output.

There are seven types of Biome Extractors, each one faster and able to access more loot than the last. All you need to start is an Extractinator and some Iron or Lead.
Since Extractinators are very hard to come by, this mod also adds them to the Mechanic's shop.

All recipes and loot tables can be found in the mod's Wiki[github.com]!

Disclaimer: by "extracting from the biome" we mean "generating items related to the biome from nothing".

Now with remix world support!

Compatibility notes:

This mod shouldn't break anything no matter of what you install. If that is not the case, please create an issue in the mod's github page[github.com].

Mod support:

  • This mod can deposit items inside Magic Storage systems: all you need to do is place them beside a connected Storage Configuration Interface.
  • This mod supports biomes and items added by the Calamity Mod, even adding 7 more machines if Calamity is enabled.

Credits:

Code: MistressNebula (Me)
Spriting: Levviata[github.com], nakamurash, MistressNebula
引用自 tModLoader BiomeExtractorsMod
Developed By MistressNebula
103 条留言
Unconventional big tot tactics 8 月 18 日 下午 12:21 
Exactly, specially for some other stuff like flinx fur, would be a pretty fair nerf (like, its easier to just create one of this machines rather than ever finding a flinx)
Mistress Nebula  [作者] 8 月 18 日 下午 12:13 
A simil-research system might work i think?
The purchase would be one-time only, so you'd just have to research the item once to be able to extract it
Unconventional big tot tactics 8 月 18 日 上午 11:48 
Cool mod, makes stuff way easier, but wish there a bit of a slight 'nerf' to it, in a way of sampling, for example 'Will only generate Chlrophite if you gave it a piece of chlrophite first' as an option, to at least encourage a bit of exploring, critter catching and etc before just skipping straight to collecting stuff
NeptuneIsSus 7 月 30 日 上午 8:25 
Nvm i got it working, I was reading the documentation as "loot table for murky water"
NeptuneIsSus 7 月 30 日 上午 8:22 
I can't figure out how to get abyss extractinators working?? I place pressurized extractinator in murky waters layer submerged on abyssal gravel and it tells me I can't extract in this area :(
Mistress Nebula  [作者] 3 月 30 日 下午 3:16 
Only calamity is supported, currently
GBGAMEZONE 3 月 30 日 下午 3:14 
the mod extract items from other mods too or only calamity?
Eevee 3 月 18 日 上午 7:55 
Ok yeah I thought so about the custom requirements
Mistress Nebula  [作者] 3 月 18 日 上午 3:21 
I'm not sure how feasible that is. Even if i could make the item pools customizable in-game, adding custom requirements would be a no-go.
I plan on releasing some sort of API guide so that other mods can change the original pools at some point. That's the best the system can offer.
Eevee 3 月 17 日 下午 7:27 
Could you please add a config that allows us to fully customize extractors? (Items, the amounts of said items, chances of the particular item being produced. If possible, bosses needed to be downed)