![]() ![]() There are currently five fully developed biomes out of a planned total of nine. Single-player and multiplayer modes are fully functional and we have a separate dedicated server tool if you want a server running 24/7. “Most planned core features of the game have been implemented. What is the current state of the Early Access version? We also want to add more types of weapons and build-pieces so you can further customize your viking stronghold, and make it withstand new threats.” We want to expand the crafting system with new crafting stations, and of course more recipes. “We plan to add more content such as new biomes, new enemies, new bosses and new materials to find. How is the full version planned to differ from the Early Access version? “For at least one year, but depending on player feedback and the amount of content we choose to put into the final game, it may take longer.” Valheim is a huge world and we have lots that we want to add, and Early Access is a way for us to receive constant valuable feedback, collaborate with our players on what they want to see, and keep our players in mind at every step of the development cycle.”Īpproximately how long will this game be in Early Access? Revamp will change vanilla recipes to require bob's mod's stuff.“We want to make the best game we can, and even in beta we’ve learnt that working directly with our community is the best way to do that. I reckon it's the most challenging part of it all, since you will need lots of circuits in any game.Īll these bob's mods modules will work independantly, and for the most part won't change vanilla recipes. Again, if enabled will change recipes for everything else. Many of them just add more tiers of stuff (faster assemblers, faster belts, faster trains, etc).Īdd bobores and bobplates and you'll find more different kinds of ores, which (if enabled) are required for those other tiers of stuff (if you don't enable ores/plates, they will require only vanilla components).Įlectronics totally changes how you make circuits, and its a fun challenge. Other than that, you can just install whichever you want. You will need boblibrary (no in-game changes, just allows you to adjust his mods I think.) Sorry just have to make sure so I don't make mistakes. Opprinnelig skrevet av Misha:So I can use thouse of bobs mods if I want and leave some out? Thanks Ill have to look at it all to see what I like :D Opprinnelig skrevet av piccolo255:Bob's mods are great for adding content. ![]() ![]() ( Derringer's Cross-Compatibility: Bob's Vehicle Equipment ) Some others, I'll just list their names, as this is getting too long: You can search for items with Beast Finder, it locates both production facilities (e.g., assembler that makes belts) and items in storage.Ī mini-content-mod Text Plates is great for marking areas of your factory :) Not all that needed for vanilla, but with content mods it's easy to get lost in the production chains. What is it really used for? lists all recipes that include a given item. With YARM Resource Monitor you can see the status of all your mining sites at a glance, in the GUI, so you don't get nasty surprises when a mine runs dry. ![]() Somewhat reduces (though doesn't eliminate) the amount of manual number-crunching needed to optimize the factory. With Max Rate Calculator you can select a group of machines and it gives you a summary of their total production and consumption. It's also compatible with Bob's Ores, if you decide to use them. Resource Spawner Overhaul can fix the (currently very bad) resource spawning. In particular, Upgrade Planner is *the* most important mod, ever.Ĭopy & Paste Modules allows you to, well, copy & paste modules the same way you copy assembler recipes. There are some great QoL (quality-of-life) mods in these threads: ![]()
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