海狸浮生记 Timberborn

海狸浮生记 Timberborn

Alternative Recipes Scientific Projects [U7 ✅]
48 条留言
Luke ✞ Jesus Saves ✞  [作者] 10 月 24 日 下午 7:36 
v7.4.0: See Scientific Projects 7.4.0 update. This update also apply recipe changes to both Folktails and Iron Teeth so Greedy Builders can get those recipes in their buildings as well. The catch is that some recipes now show up in both factions and some cannot be unlocked.
AKeWLGamer 10 月 23 日 下午 1:55 
Oh, I see many people have commented about the faction specific upgrades issue in the comments for Scientific Upgrades. I did notice that it seems the faction related buffs only buff the default recipes, I'm not sure it it's an interaction with another mod though, or meant to be that way. I noticed the conflicting power issue with the Smart Power Mod, which I also saw in the comments, but the original recipes for both the smelter and wood workshop still produce an extra item, but only with the original recipe.
AKeWLGamer 10 月 23 日 下午 1:17 
Closing
I'm not bothered by this, as I've already made workarounds for my current game that I'm playing, but I figured you might want to know about this if you were unaware of it.

Also, Sorry for the long posts. TLDR : There are issues with some scientific projects and Greedy Builders that I thought you should know about if you didn't already. :zaggrin:
AKeWLGamer 10 月 23 日 下午 1:15 
Faction Specific Upgrades
Now, I know this, technically, does not belong to this mod, but rather the base mod, "Scientific Projects," but it is actually suffering from a similar issue: Greedy Builders uses the Folktail's Smelter, but the Faction Specific upgrade only affects the Iron Teeth Smelter Building.

I couldn't find any json for how the bonuses are being applied in contrast to the issues above, nor was I able to sus out the issue in the C# code in the source code :zagsad:, but I did alter the Greedy Builder mod's json file to use the Iron Teeth Smelter, which let me verify that it is working with the mod, but only for the Iron Teeth smelter, specifically.

...
AKeWLGamer 10 月 23 日 下午 1:15 
Bot Part Factory
There is also an inverse issue with both Bot Part Factory recipes. Since the recipe only alters the Folktail version of the building, and Greedy Builders uses the Iron Teeth version of the Bot Part Factory, even though the recipe can be researched, it cannot be used by the building. (again, I just altered my local recipe to alter both versions since I'm currently playing Greedy Builders)

...
AKeWLGamer 10 月 23 日 下午 1:14 
I tried forcing the recipe with the centrifuge in the json files, and got the validation wrapper screaming at me :zaglol:




Onto the real reason for this post:

Issues with Greedy Builders

Steel-Bound Planks
I noticed that when I am playing with Greedy Builders, the "Steel-Bound Planks" recipe does not slot in the Wood Workshop being used by the faction. This is occuring because Greedy Builders uses the Folktail's version of the Wood Workshop, and the recipe's json only alters the Iron Teeth version.

I figured this wasn't intended, considering the ScientificProjectSpec for the recipe lists both Iron Teeth and Greedy Builders, but I don't know enough to get it working based on custom faction logic at the moment, so I just forced it to work for both faction versions of the building in the corresponding RecipeModderSpec.json file.

...
AKeWLGamer 10 月 23 日 上午 10:48 
"- Water Filter is now in the Dirt Extractor instead of the Centrifuge (because it was using Water as an ingredient/product)." ... I just saw this :zaglol:
Luke ✞ Jesus Saves ✞  [作者] 10 月 22 日 下午 8:12 
Thank you. Yes that recipe used to be in the Centrifuge but due to limitation I had to move it to the Dirt Excavator. I forgot to update the Lore text. I may go back to update it later with a big update coming for SPs.
AKeWLGamer 10 月 22 日 下午 8:06 
Thanks for the long list of interesting mods!

I've got a bit of confusion about the "Water Filter" recipe: it has flavor text mentioning the centrifuge, but it is apparently a recipe for the Dirt Extractor? Was this the intention? The recipe materials look like something that should be in the Centrifuge.
James Stone 9 月 30 日 上午 5:21 
Anything with alternate recipes seems to be a problem. I can confirm planks and gears don't appear, both on the basic lumber and gear factory and their special "big" versions. Can't say about the Centrifuge yet.
Luke ✞ Jesus Saves ✞  [作者] 9 月 29 日 下午 2:06 
Not sure as I didn't test it with Emberpelts. Which building/recipe has the problem? It's possible that Emberpelts use a different prefab name so my mod cannot add recipes to it.
James Stone 9 月 29 日 下午 1:53 
I can't access the recipe menu while playing as Emberpelts. Is this a me problem or is the mod incompatible?
Luke ✞ Jesus Saves ✞  [作者] 8 月 7 日 下午 1:51 
Sorry if a recipe is faction-locked, you can't move it to the other faction.
Lord Dracon 8 月 6 日 下午 10:59 
So I'm using your configurable factions mod and I don't get the alternate recipes for the folktails that I could use, any chance for a setting to enable them?
Frenne Dilley 8 月 4 日 上午 5:36 
i'm interested in any future changes, subbing to thread, keep me updated thanks!
Vas 6 月 16 日 下午 5:47 
50 logs, 5 gears, and 5 scrap, for a single extract? Thats extremely ridiculous on the balance there, just wanted to also point that out too. Early recipes should be crude and wasteful, but not THAT wasteful. But alas, I dunno a good solution for now. I just happened across it. Many of the recipes I don't find worth using though. If you want alt recipes to be worth unlocking, they should be something someone might actually work for. If it costs a lot, and has no reason to unlock because you can get the proper or efficient recipe sooner, then there's no chance it'll be unlocked or used.
Luke ✞ Jesus Saves ✞  [作者] 6 月 12 日 下午 4:40 
You can edit the JSON file or you can make another mod with the same JSON file name to overwrite it.
Vas 6 月 12 日 下午 4:36 
I wish I could discuss the balance of this in better detail in discord, but, I can't join. :/ Really aggravating.
Vas 6 月 12 日 下午 4:35 
The regular recipe has storage for 20 cycles. It stores 80 bad water, where it uses 4. Same for the other ingredients. I watched the centrifuge as it worked and bad water kept draining super fast and reaching zero putting a stop to the building. I think the other thing did too but I was focused on Bad Water at the time.

The bad water storage tank was directly next to my building, or rather so close it would be negligible distance to transport. I think its related to just how fast they drain the inventory, and the extra worker inside can't go collect more fast enough. Remember, you now have 3 inputs in your recipe as opposed to 2. The worker must go out and get all three in the time it takes to drain whats in there already.

I even tried prioritizing the building with haulers and it didn't help.
Luke ✞ Jesus Saves ✞  [作者] 6 月 12 日 下午 3:21 
Not sure why you have the problem, but only the Plank recipe is throttled: https://imgur.com/hd5Jo4V . The recipe you mentioned has enough storage for 4 cycles.
Vas 6 月 12 日 下午 2:14 
I stopped using the recipe because it was worse than regular centrifuge recipe. Thats why I was bringing it up. In fact many of these recipes, appear to slow things down rather than speed them up. New technologies should be either about getting more with less, or getting more faster.

In the case of the centrifuge, even with the supplies next to the building, it runs at basically the same speed only it costs more resources, so there wasn't much point. Sure, I get back slightly more per unit of bad water but then I also lose some regular water in the process and it doesn't gain me any more extract over the long run so I just kinda, stopped using it.

If the building could simply store more of its inputs, it would likely be able to work a little faster.
Luke ✞ Jesus Saves ✞  [作者] 6 月 12 日 下午 2:09 
They are very likely intentional for balancing purpose (if a recipe is very good, you lose in logistics) as explained in the below comment.
Vas 6 月 12 日 下午 12:30 
Some of your recipes hold too little, for example Diluted Extract. It causes the efficiency to be lost as they can't load the material fast enough to keep the centrifuge going. Even when the bad water tank is sitting directly next to it.
鸡【蛋柿】子 6 月 4 日 下午 6:43 
Hope to adapt to new ethnic groups ( Emberpelts and zxuiji -m- Greedy Embers )
Vas 5 月 26 日 下午 5:49 
Found a small glitch, bulk logs is unlocked from the start with the research still needing to be researched. :P
Valoneu 5 月 16 日 上午 3:58 
oh okay
Luke ✞ Jesus Saves ✞  [作者] 5 月 14 日 下午 8:02 
Oh that must have been on purpose to balance it out because I did set its capacity to 1 cycle :P
Valoneu 5 月 14 日 下午 4:46 
please set the internal storage in machines higher, for example bulk plants use 7 logs and they only can store 7 logs in the building so it can only do 1 recipe and then they need to restock and they just wait
Luke ✞ Jesus Saves ✞  [作者] 4 月 11 日 下午 11:01 
Sorry I still don't get it yet. Let's continue the discussion here: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3459544570/830459135855205438/
Akinare 4 月 11 日 下午 10:54 
For example, the recipes named "Plank Bulk Processing" in Scientific Project pages, while it also named "Plank (Faster)" in Lumbermill. It means that it has two different "ID, Text, Comment" in Localizations folder (the former is "LV.ARSP.PlankBulkProcessing" now, while the latter could be named like "LV.ARSPRecipes.PlankBulkProcessing").
Luke ✞ Jesus Saves ✞  [作者] 4 月 11 日 下午 10:24 
v7.2.1: Should work with April 10 update now.
Luke ✞ Jesus Saves ✞  [作者] 4 月 11 日 下午 7:36 
Hi, I would love to but I cannot understand the request, could you clarify how that would look like? Maybe give me an example please.
Akinare 4 月 11 日 下午 12:31 
A small suggestion: Could you separate the name of recipes in workplace from those in Scientific Project? So the former can be straightforward, while the latter can be professional.
Luke ✞ Jesus Saves ✞  [作者] 4 月 9 日 下午 4:17 
v7.1.1:
I was made aware of an issue where a building cannot have a Good (like Water) as both an Ingredient and a Product, which causes Hauler to keep putting the goods in and out indefinitely. I have to move a few recipes around to fix this.

- Crude Log Press Extract (Iron Teeth only) is not in the Lumbermill instead of Gear Workshop (because it was using Gear as an ingredient).
- Water Filter is now in the Dirt Extractor instead of the Centrifuge (because it was using Water as an ingredient/product).

Please also update the Moddable & Unlockable Recipes to v7.1.3
RdFrex 4 月 9 日 下午 12:27 
Please make more use of metal overall.

I dont get it why i cant build levees from metal or nearly pure metal platforms. In my usual game i have 1000 + metal and scrap metal and usually lack logs and planks.
Luke ✞ Jesus Saves ✞  [作者] 4 月 8 日 下午 9:02 
v7.1.0: Greedy Builders can now use the faction-specific projects.
Luke ✞ Jesus Saves ✞  [作者] 4 月 8 日 下午 7:04 
@Lannidar indeed balancing is not really my strong suite. Right now, those recipes follow like this:
- Huge trade-off (like exchange efficiency for time): 75.
- A little improvement/better flow: 150.
- Strong improvement/outright better than original: 1k-1.5k.

I did ask for some help with balancing on Discord but unfortunately no-one responded. You could send me feedback on the Timberborn's official Discord (there is a channel for this mod).

As for your question yes you can edit them manually but if I push an update, your changes will get overwritten so remember to back them up. Go to the mod's folder, in "Blueprints\ScientificProjects\` folder, you should see some JSON files, just open it with Notepad or any text editor.
鸡【蛋柿】子 4 月 8 日 下午 7:00 
希望可以出一版关于自动解救迷失海狸的mod 现在已有的Unstuckify停止更新了 不适用于update7
Lannindar 4 月 8 日 下午 5:31 
Is there any way to increase the science points required for these upgrades? They seem quite cheap imo for how powerful they can be
Luke ✞ Jesus Saves ✞  [作者] 4 月 8 日 上午 7:51 
I am not sure if what you meant is the Greedy Builder mod, but if that is, then no, the faction-only projects are Folktails or Iron Teeth specific. Unfortunately I do not actually play with those mods so I am not sure. The author of the faction will have to make certain change or mod to add it to that faction (in technical term, by adding to the array of "Factions")
鸡【蛋柿】子 4 月 8 日 上午 3:38 
如果 是 铁牙和神尾 混合的种族 会全部显示吗?
104911520 4 月 7 日 下午 9:51 
从新下载后可以用了,谢谢模组分享
Luke ✞ Jesus Saves ✞  [作者] 4 月 7 日 下午 12:32 
Right now the mods version should be:
- Scientific Projects: 7.1.7
- Moddable and Unlockable Recipe: 7.1.2
- TimberUi should be fine because it was updated 3 weeks ago, but it should be at 7.1.1
Luke ✞ Jesus Saves ✞  [作者] 4 月 7 日 下午 12:30 
Hi I published a new version of Moddable Recipe before this mod but it seems Steam is not updating everything. You can try using the "Steam Update button" mod, or use Steam's Verify game files feature to make sure all the mods are updated please. Thank you.
khevtol 4 月 7 日 上午 8:18 
This one does seem to crash on the new update
鸡【蛋柿】子 4 月 7 日 上午 5:46 
铁牙也崩溃了
鸡【蛋柿】子 4 月 7 日 上午 5:42 
如果是混合种族。。。。
鸡【蛋柿】子 4 月 7 日 上午 5:33 
不影响进入游戏菜单 当进入游戏模式 瀑布 简单 开始游戏 就会导致崩溃 不确定是当前mod还是依赖项 两个都取消掉之后 运行正常