Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
Is there any way to check what mod is removing it?
This mod doesn't seem to add the Default Recipe unlocker without FU.
So this mod is basically just a bandaid solution for their bandaid solution for an entirely avoidable problem they created and blamed on everyone but themselves
Instead of improving the execution of their idea, they added an item that tells you if you're missing any default recipes that you should have. This mod makes that item actually GIVE you those missing recipes, so the game becomes playable again.
In a nutshell, FU does Stupid Things (as usual) which sometimes results in the player not having and being unable to unlock recipes such as torches, wooden planks, Inventor's Table, rope, etc. Instead of fixing the issue, FU decided to blame other mods for 100% of the problem (even though the fault is shared like, 5% other mods, 95% FU), and they added an item that tells you what recipes you're locked out of. This mod makes that item unlock those recipes for you.
I don't use FU either. FU doesn't use test ops often at all, and one of the things FU does is make many default crafting recipes need to be unlocked. So, they blindly remove many recipes from the list of default recipes and hope they're the ones they want to remove (they can't say "Remove the torch recipe" just "Remove default recipe number 7", but they COULD say "Remove recipe number 7 IF it is the torch recipe")
So, if another mod adds a recipe to the start or middle of the default recipe list instead of adding it to the end, it offsets every other recipe, so what was once recipe 7 becomes recipe 8, and FU ends up removing a recipe that it doesn't add an unlock for, so you just lose a crafting recipe. Then FU just puts 100% of the blame on the mods that offset the list, even though FU is partially responsible for doing something as dumb as blindly removing recipes and hoping they're the ones they want to remove.
Hopefully this mod should set things straight
and of course we have a nice list of mods that do this, already. if you find any others, you can add it to the incompatibilities page!
And an obligatory: this mod will not always fix all problems. Silver needs to fix the mod description to say that it unlocks all missing VANILLA AND FU default recipes. :p
Like, imagine trying to play Starbound but you can't craft torches, or campfires, or certain types of food.
This mod does exactly as it is written and this is glorious.
Top marks.
Now I can actually cook food again! Me (and my stomach) thank you!
That's not my problem. The FU Recipe Checker doesn't check for modded recipes, so the FU Recipe Unlocker doesn't unlock those recipes. This mod does not claim to unlock recipes which the FU Recipe Checker does not care about.
"...and vanilla unlocks that shouldn't be unlocked, are unlocked."
Again, that's not my problem. The FU Recipe Unlocker only unlocks recipes that the FU Recipe Checker checks for. If it unlocks a recipe that shouldn't be there, then the FU Recipe Checker is warning about recipes that shouldn't be unlocked.
"The reason it posts the list of items to the log is due to there not being that much room in popups for the list of items."
Yes, and that's a bit user-unfriendly, so I made a user-friendly way to do what the FU Recipe Checker tries to do. The user doesn't need the list of items if those items are unlocked for them.
"The reason the issue isn't fixed by something like this is due to the other issues that are caused when the default unlocks that are meant to be unlocked in FU."
Did you even look at my mod? This mod literally uses the same config that FU uses to check for broken unlocks. If this mod doesn't work because it's not checking the right place, then FU's recipe checker is broken because they both check the same place!
Despite what Sayter tells you, I'm not a "braindead bitch." I know how to mod. The reason why I brought up that FU's user-unfriendly tool doesn't tell the user what's missing or what mod caused it is because the tool itself acts as an advertisement for the FU Discord. "Hey, we won't tell you what item is missing-- but you definitely need that item! Anyway, post your log file in our Discord so we can help you find out which mod breaks it."
The reason I put 'It tells you the names of items that might be causing issues, and nothing else.' in the mod description is because I'm trying to convince people that this mod will help them. With this tool, you don't even need to figure out what a log is and join FU's Discord and spend a few hours fiddling with mods when you can just have the items automatically unlocked for you.
No, you need to use FU's research menu to unlock copper and iron
is there anything to unlock? if it can't find anything to unlock, that means you have it all
"I may think 'this is a little too op' but nah that's ok"
it literally helps make the game work like it's suppose to
Recently I've had to start by adminning the timber and inventors table recipes.
what items are missing: if you look at the player.config patch, you'll realize why that is a pain in the ass.
Usually, the problem is that the recipe unlocks are prepended (added at start) instead of appended (added at end), thus throwing off the entire patch.
-Khe, FU dev and tired kitty.