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I did not necro it! It's not true! It's bull**** I did not necro it! I did naaaawt...
Oh hi Rabble.
So yeah. Playing this again for the first time in bloody ages. Last time I played, turrets were so wank they couldn't hold off the first raid.
Anyway, had a great colony going but I was really annoyed by some limitation. Like no crafting weapons and armour. Makes no real sense.
Found a wonderful little mod that adds gunpowder weapons to the smithing table (with two attached techs to be researched for better ones) but couldn't find one I liked for armour.
Soooo, the last five hours I've been installing Microsoft Visual Studio (8gigs...) to be able to edit the bloody DLL that came with the weapon crafting mod and been fiddling with the recipes for the armour from a armour crafting mod I didn't like to adjust it all to the standard of the weapon one. Such as time to craft, cost and moving it from their own separate crafting table over to the Smithy. No idea why so many mods just add more and more and more tables instead of adding stuff to existing ones where it makes sense. Especially considering how incredibly useless the Smithy is otherwise. But then I guess prior to Alpha 12 this was a rather arduous process with invisible fake tables and resources and such?
Should be good once done in any case.
Weapons and armour will take ages to be built regardless of how advanced it is. And while the basic stuff is reasonably cheap (steel and cloth for the vest and basic helmet) I'll put in a massive skill limit and resource cost for the power armour stuff. And of course a high level tech that's locked behind various other stuff. Will probably have to make the armour even more expensive than it is now though, 75 Plasteel and a bit of Uranium on top of throwaway stuff like Cloth and Steel still seems a bit cheap. Maybe add gold/silver in a way to account for the "electronics"?
Tempted to add the Rimfire mod as well, because it adds so much more good stuff in terms of weapons but then I'd feel compelled to edit those to be craftable as well to some extent and I really can't be arsed.
Other mods:
Combat Realism and Combat Realism Defence (not gonna use the advanced turrets they look OP as ****) and a little compatibility patch for one of the other mods.
Community Core Library and Vanilla Tweaks.
Expanded Prosthetics & Organ Engineering (love love love loooove this).
Hospitality (lovely as well, makes those annoying visits worth your while).
RedistHeat adds a bunch of options to deal with heat and cold with a cool pipe system and such and you do not have to make holes in your walls for vents.
EdBInterface (lovely options), PrepareCarefully (embark is more like the DF system, highly recommended) and ModOrder (better interface for the load order of mods)
/edit
And done.
And I finally realised why a new crafting table is of use. The list is ridiculously long when you open the crafting list
Oh well, I might move all of them to a new crafting table and then ignore the Smithy forever. Which would have the added advantage that it'll lock even the basic stuff behind a research, making it take longer before you have access.
Unless you're sure you want to reply, please consider starting a new topic.
I did not necro it! It's not true! It's bull**** I did not necro it! I did naaaawt...
Oh hi Rabble.
So yeah. Playing this again for the first time in bloody ages. Last time I played, turrets were so wank they couldn't hold off the first raid.
Anyway, had a great colony going but I was really annoyed by some limitation. Like no crafting weapons and armour. Makes no real sense.
Found a wonderful little mod that adds gunpowder weapons to the smithing table (with two attached techs to be researched for better ones) but couldn't find one I liked for armour.
Soooo, the last five hours I've been installing Microsoft Visual Studio (8gigs...) to be able to edit the bloody DLL that came with the weapon crafting mod and been fiddling with the recipes for the armour from a armour crafting mod I didn't like to adjust it all to the standard of the weapon one. Such as time to craft, cost and moving it from their own separate crafting table over to the Smithy. No idea why so many mods just add more and more and more tables instead of adding stuff to existing ones where it makes sense. Especially considering how incredibly useless the Smithy is otherwise. But then I guess prior to Alpha 12 this was a rather arduous process with invisible fake tables and resources and such?
Should be good once done in any case.
Weapons and armour will take ages to be built regardless of how advanced it is. And while the basic stuff is reasonably cheap (steel and cloth for the vest and basic helmet) I'll put in a massive skill limit and resource cost for the power armour stuff. And of course a high level tech that's locked behind various other stuff. Will probably have to make the armour even more expensive than it is now though, 75 Plasteel and a bit of Uranium on top of throwaway stuff like Cloth and Steel still seems a bit cheap. Maybe add gold/silver in a way to account for the "electronics"?
Tempted to add the Rimfire mod as well, because it adds so much more good stuff in terms of weapons but then I'd feel compelled to edit those to be craftable as well to some extent and I really can't be arsed.
Other mods:
Combat Realism and Combat Realism Defence (not gonna use the advanced turrets they look OP as ****) and a little compatibility patch for one of the other mods.
Community Core Library and Vanilla Tweaks.
Expanded Prosthetics & Organ Engineering (love love love loooove this).
Hospitality (lovely as well, makes those annoying visits worth your while).
RedistHeat adds a bunch of options to deal with heat and cold with a cool pipe system and such and you do not have to make holes in your walls for vents.
EdBInterface (lovely options), PrepareCarefully (embark is more like the DF system, highly recommended) and ModOrder (better interface for the load order of mods)
/edit
And done.
And I finally realised why a new crafting table is of use. The list is ridiculously long when you open the crafting list
Oh well, I might move all of them to a new crafting table and then ignore the Smithy forever. Which would have the added advantage that it'll lock even the basic stuff behind a research, making it take longer before you have access.