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报告翻译问题






coming soon.
That is very compatible for other mods that just add items to the existing groups (or spears coz i thought of them). Do all your items contain the word "Scythe" and the material? i could just quickly add a scythe group.
Feel free to message me on the Qud discord (same username) or add me on steam if you'd like to discuss privately. Cheers!
This year has been keeping me very busy and there are factors in my private life aswell. Ill make sure to make up to you by updating SOON.
If this Situation continues to delay updates for my mods i will consider moving source to public domain despite my story with the community.
@AlwaysAngron
Exactly.
I was keeping this secret to allign with how the game likes to do the same.
To get this straight:
Tinkersmith enables the modding chance modifiers at item creation.
This mechanic the SAME to what Tinkering uses.
I'd love to see your face when you realize what that means for you <3
@AlwayAngron not as of now but i love the idea. What would you guys use as coal?
Can Iron be refined into steel?
Thank you
All effects. That even means that modded effects that apply on tinkered items also apply on forged ones. If you dont know its not useful to you. If you know you will also know why the skill is so expensive. (even in otherwise vanilla game)
Tell me if anything goes wrong.
T1 forges are instantly available in the schemer. other tiers are offered by some special individuals ;)
Sadly i will be updating somewhere end january as i do not have time for qud rn.
Both errors seem not to be breaking though...?
MODERROR [Forging] - file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/3332587456/ObjectBlueprints/ObjectBlueprints.xml: Duplicate tag Name='NoSparkingQuest' found at line 367
psst. thats the whole point of Tinkersmith and why it costs so much exp ;)
which also makes me think about what else to put in this update:
1. fixed ingot names
2. heartpyre support
thats my list so far
the object ids are in the mod description. wish for em
I think its the games decision to not make most funiture (especially powered devices) carryable.
The mod NotNailedDown changes that for most stuff but i dont think it will work on smelters as they inherit some abstract base class instead of the ingame smelter.
If you realy need to place one in your base i recommend just roleplaying and wishing for it.
Wishes are in the mod description.
Would it be possible to make so the player can pick up smelters/forges though? I don't mind if they're extraordinarily heavy, to the point of me having to wait until level 25~30 to be able to carry one, and even then only by dropping all my gear to make space.
Yes