Adamo Nuclear

by ElAdamo

Always number one. Always Nuka Cola!

Content
4 years ago
0.17 - 1.0
24
Manufacturing

g [Implemented] Uranium Belts

4 years ago

This mod changes the recipes from Uranium Belts pretty drastically. I would like to request that this be made optional, or alternatively you could migrate the changed recipes to your Catalog / Calibration mods.

Also, I'm looking forward to the recipe search and replace you've mentioned elsewhere. That will fix so many compatibility issues with other mods.

4 years ago

Seems reasonable. We're still waiting for a v18 update for Uranium Belts, right? Let me take a look at the recipe search right now...

4 years ago

Uranium Belts seems to have changed hands a couple times. The version I'm using is uranium-belts-18 from Dante_589.

Thanks for this, and all the work you've done on all your mods. It's quite an impressive collection.

4 years ago

Thank you so much... I just realized you have that mod pack... love the idea. That really helps motivate me to try to make all of my mods act nicer with others, because I have a similar vision. I worked up some loops for doing this. The problem is really just that I don't have time to test it at the moment because I'm working late the next few days to finish up my quarter 2 goals at work. I could actually give you access to my gitlab server if you wanted to test things, too.

4 years ago
(updated 4 years ago)

Also, for the record -- yes, I added a setting to turn off the uranium belt recipe -- but I actually hate how I did the uranium belt recipe. I just couldn't come up with anything BETTER that didn't completely trigger my OCD. I'm already looking at a drastically different idea. So hopefully you'll end up just liking the new recipe, but like I said, no problem, I added a switch for next release. And I am adding a sink for the DU.

4 years ago

No rush, real life always takes priority. I'm willing to do some testing, though I know little about git and nothing about gitlab.

And again, thanks for making the changes.

4 years ago

Sure. I have the changes made. We'll plan to release over the weekend after I get a chance to test them.

4 years ago

OK, try this on for size.

4 years ago

New update looks good!
-Uranium Belt opt-out works
-Replacement function works for the mods I use. Uranium Belt and Modular Turret ingredients get updated correctly. I'm not sure if it was broken before, but the reactor from Portable Power takes appropriate fuel as well.
-New Steel recipe seems fine. I hadn't thought about a sink outside military uses, but it seems like a good thing to have. Recipe doesn't unlock if you've already done the research though. I think this is fixable with a migration script? I just used console commands though, so no worries on my end.

4 years ago
(updated 4 years ago)

If memory serves, player.force.reset_technology_effects() is useful in this case. I'm a bit irritated that this has to be done in a migration script. I think these changes need to be handled in the game level since doing it in the mods requires doing it every single time a change is made. As an automation engineer, my mind just doesn't work that way. My own stubborn rebellion I suppose. I let them know a long time ago how I felt about that. I should probably just bite the bullet and add a script injector in my CD pipeline to put in the migration script every time.

Glad everything is working. Please consider the gameplay balance of the changes and let me know what you think. It's hard to know without doing a long playthrough. Really appreciate it, dude, and enjoy and be well.

New response