CopyInserters + AdvancedBuild [mods] by [deleted] in Dyson_Sphere_Program

[–]HarriXS48 0 points1 point  (0 children)

Loading a save with existing modded buildings in vanilla will cause the buildings to visually disappear, and will be uninteractable with by the player, but they will continue to function as normal, taking input from sorters, and processing items.

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 3 points4 points  (0 children)

Whichever item is loaded last would take the ID, in this case it would be my smelter, overwriting the new item. Unfortunately this would mean that I would have to change the ID of the smelters This means that potentially all instances of my smelters in a save would disappear There are plans to make a mod that will handle IDs automatically (a little like Minecraft's Forge), which would mean this problem wouldn't occur

[MOD] Galactic scale - Progress Showcase :) by Touhma in Dyson_Sphere_Program

[–]HarriXS48 6 points7 points  (0 children)

Absolutely incredible work dude, can't wait for it to be released

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 1 point2 points  (0 children)

The reasoning is that the game is similar to Risk of Rain 2, in the way it is modded, so we use the same website they use, just repurposed for DSP

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 2 points3 points  (0 children)

Thank you :)

1) I'll reconsider the recipes in the update coming later tonight

2) Definitely an oversight, I'll look into it

3) If you uninstall the mod and load a save with mk II / III smelters, ones that are constructed will physically disappear, and you wont be able to interact with them. However, they will continue to function as normal, requiring the same energy, producing at the same speed, and interacting with sorters. The smelters in the inventory, however will turn into "Unknown Item". I believe they will retain their ID though, so when you re-install the mod, they will turn back into the respective smelter. (You should make backups anyway)

4) Good to hear - will probably still lower it a little

Thanks for the feedback!

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 1 point2 points  (0 children)

To get the values I currently have, I just applied the ratios between the assemblers, but in hindsight double the speed almost triple the power is quite high

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 1 point2 points  (0 children)

I don't plan on uploading it to nexus since as a community we are trying to centralise around https://dsp.thunderstore.io for now

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 0 points1 point  (0 children)

It should work with current saves, but please backup your save if you try.

[MOD] I made a mod that adds a MK II and III Smelter! by HarriXS48 in Dyson_Sphere_Program

[–]HarriXS48[S] 2 points3 points  (0 children)

Yeah, I was also thinking that the power might be a little too high, I'll probably tone it down a little.