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leonhart18

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  1. the built in the building lights dont work, but if you pick up a lamp and place it down with 20 of the genny, it functions. higher tier mines go faster, and the better the tool the fast the mining. such as, a pickaxe mines much faster than a trowel or shovel, while a powered mining machine (large battery) is faster than a pick thats a depletable bug, it wont happen if the bucket reaches 0 while in your main inventory trap cages, carrots, and lots of luck
  2. maybe a bit of both actually. some of the more common sense things, like you said with the pole, for example, yeah. but something like stairs? step on it and your done. it will collapse under you. but maybe take your suggestion a step further? higher skill crates, for example..... they look better with skill AND benefit from a slight capacity increase, due to straighter edges, etc. its a good idea, what you suggest. but not everything needs to be open from the get go.
  3. can i suggest something? maybe add a food recipe to compensate for all the random forage edible non perishables? so many violets and grape leaves, clovers... maybe make a foragers salad? a food that uses up a variable number of the small edibles , helping with using them as your food source and reducing inventory and storage clutter? simplistic recipe, no cooking skill needed or exp given, since its just tossing those things in a bowl and calling it salad. just need a bowl and your foraging skill. edit: i cant find this anywhere.....is the cellar just....a giant shoebox? and i thought the salt shaker on deplete was fixed? not getting salt shaker back once its empty potato flour has no use? any possible way to make soy sauce? maybe add/find soybeans and make it through the distillery?
  4. one more question....i have max carpentry and a wooden window.....and a crowbar, after Reading forums....how on earth do i put window in fraME?
  5. is fishing in the pond supposed to destroy our work gloves??
  6. best thing i have found is to only do one ingot at a time and treat the burns as they appear. it was highly irritating at first but once i adjusted and was prepared i was able to turn a very tidy profit in first aid skill points and little to no risk of death
  7. drive the car in split screen for a handy teleport option. plus, once it forces the other playter inside the vehicle, speed is reduced to inches p hour
  8. http://encyclopedia2.thefreedictionary.com/Oak+Silkworms Mongolian oaks are in Kentucky. (https://www.ag.ndsu.edu/trees/handbook/th-3-131.pdf) after all. and there are over 70 various species of silkworm and their respective moths in north america. so genealogically and geographically speaking....it inst much of a stretch to bundle oak and Mongolian oak leaves together as one item as silkworm food for this mod, since the various species of worm are lumped into a single critter anyways.
  9. trying to add oak leaves to the recipe to feed silkworms. mulberry leaves are damn impossible to find even with two level 10 foragers doing literally nothing else i changed it to recipe Feed Silkworm { HCSilkwom, HCMulberryleaf/HCOakleaves/HCMulberry, keep HCHerbtable, CanBeDoneFromFloor:true, Result:HCSilkcocoon, NeedToBeLearn:true, Time:1000, Category:Ranching, } but to no avail. i fiddled with other recipes as well, nothing changed in game even after a restart foudn my issue. apparently workshop mod version are stored elsewhere. whoops
  10. is there any way to modify hydrocraft recipes? trying to get it so silkworms can be fed with oak leaves as well, but changing the recipes in the scripts file changes literally nothing
  11. just dont try in split screen lol. wonky stuff happens
  12. thanks! that was all i needed to know
  13. ide ask if the the thread wasnt dead. people been asking stuff but teh guy is gone. theres no way to plant corn seeds of any kind? i know you didnt make the farmoid....but dont you assume some kind of responsibility when adding it to the mod you control?
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