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I'm afraid that I abandoned the project because of COVID related reasons, I still want to update this version one day though, but I can't make any promises as to when.
I also love that you made a version to update and continue adding content to as well, I'd let you take over this project, but there's no way to transfer the name.
I figured there's three options to move forward:
I can add you as a contributor and then publish new versions here and give you full credit, but unfortunately the project would be under my account, and steam doesn't allow publish permissions to be given. :(
You keep working on Reborn and I direct people there, then IF i update this one (I have a lot of changes to do) I continue to advertise Reborn.
Or we keep the two projects in sync with the same code and add you as contributor, I still direct people to Reborn, and then when I do my update in the future with different content we split the projects.
What do you think?
I'll be removing the mushroom spawn and replacing it with a tool of some kind when I finish adding animals!
i like the grind.
I'll be doing an update Sunday. There's a lot of stuff to add apparently.
Just saw that as of V134.30, there's now a "SetPlayerStartLocation()" method that can be called on world create:
Set Start Location On Map: [v134.30]
If you need to set the exact location where the player should start then this is for you:
ModPlayer.SetPlayerStartLocation( 20, 20 )
Note: the function must be called in AfterLoad_CreatedWorld() function only.
With regards to the "in-world" recipes slowing down when there are lots of tiles to check: it just occurred to me that there's now functionality in the beta to set a custom keybinding in a mod and listen for it. Why not use one of those? Press custom keybinding, it checks what tile the player is currently on and applies any changes that need to be made. Bam, no constant checking required. Of course, it'd be impossible to automate that, but it's already pretty difficult to automate a process like converting water into soil in a functional way without causing irreparable damage to the map.
1. If there has ever been an item in a shallow water spot, then it will refuse to turn into dirt, but only sometimes. Makes it nigh impossible to actually create sizable land.
2. On the same vein, each new block of dirt only creates a single section of shallow water, meaning you just have a bunch of random lines with no way to fill in those areas.
3. When I first downloaded and played the mod, it would break the game the second I moused over one of the custom converters. I had to re-install it several times until it finally just decided to work.
Big, weird problem with mushrooms! After digging up the mushroom created using the drop method, that specific tile spawned a green disk that shows a "weeds" tool tip, plus a lot of errors. The disk can't be deleted or destroyed. If you save the game despite the errors, it takes several minutes to reload thereafter, and has monster lag once loaded.
So yeah, converters! Maybe add multiple recipes to the same bench?
As for animals, how about colonist seeds? I'd say they are the closest thing to an accessible precursor to more complex life. Maybe add some kind of DNA-splicer-like converter to "infuse" certain relevant objects into a seed and make an animal out of it.
I wouldn't worry too much about having too much of the mod's progression be just converters; 90% of the vanilla game is converting materials into other materials anyway :P.