I had a spot of time and motivation today, so I took a look at the mod again.
Talking about bugs -
I fixed a few of the ones I saw people mention, they'll go on GitHub but I don't have time for an update tonight.
- Improved clay brick tech
Recipe category of standard transport belt, underground belt, and splitter changed from basic crafting -> crafting so they can be automated by all assemblers.
Iron chest now uses iron shaft instead of steel
Removed flue gas output from rutile chlorination
Reduced logging camp crafting time 5 -> 1 seconds
I look in the recipe categories, and see: the steel rod recipe says "machine", the burner assembler says "basic-crafting" and "crafting", and the lathe mill says "basic-machine" and "machine" - I don't doubt the bug report, but I also don't know what's causing it. Maybe I'm missing something.The_Crusher862 wrote: the steel rod can be made in the burner assembly machine instead of the automatic feed lathe mill
The issue with rutile chlorination is the two fluid outputs. This recipe should actually be done in the electric refining furnace, but that only has 1 fluid output, and the recipe makes two, my oversight. I can't think of a satisfactory way to make more than one fluid in/out put on a furnace, so I'll just remove the flue gas output for now, the small break in realism is worth the fix in game progression.
I sincerely apologize for the immense volume of balancing problems, but worthwhile fixes that will actually hold will probably have to wait until I have more time to play the game (should be in about two months). I designed the balancing all at once, and it looks like my whole underlying structure is pretty bad, so it needs a lot of attention period. One specific note: the Flare Stack mod is probably a very good idea, as XM waste processing is one of the hottest messes in the whole mod
@eradicator:
I made the logging camp basic-crafting because it was supposed to be a placeholder, but as the wood issue has dragged on I can tell it's become more of a staple. I can't think of a good way to automate it (too many ingredients but needed early), so I'll just reduce the crafting time from 1 to 5 for now. I also doubled the increase from 1 to 2 per recipe.
The standard belt only working in assembler 1 should be fixed in my latest dev version.
The machine tools making belt is another one of those things I don't understand, because in my files I see the machines can do some varieties of "machine" recipes and the belts are "crafting" variety recipes
Talking about other progress -
I went to go start a new game tonight, but I got preoccupied thinking about resources, since I want to make some changes to them (again :p). That led to considering the recent file size problems, and the possibility of constructing some of the color-shifted XM sprites in the code, instead of supplying a distinct color-shifted image, to save file space. I know some other mods do this, like Bob's Ores, but I never really understood how until I took a careful look at the code and found the "tint" field in the array for each sprite sheet. So I played around with that and discovered how it behaves, and I'm wondering if there are other similar color functions available. I tried the API but I guess I'm not so great at looking because I couldn't find anything related to graphics! Anyone who knows this better than I have anything to share? Now that I know how to tint sprites, the next step is how to apply it only to a certain part of the image via a mask. I know that can be done, it's just a matter of finding the syntax and format.
I also figured out one way to properly initiate a GitHub repository (on my own). I probably could have done it earlier, but I just never felt comfortable with it, and now I do. This is good, in case we have to go the route of breaking the mod up into multiple chunks. I actually hope that we don't have to, by using the strategy of tinting base game graphics where possible, to save data. This can't handle everything, mainly because so far I can only tint and not, for example, increase the contrast or brightness, but it'll help a lot.