I really don’t understand how you and Vaal have the motivation to do All the buildings, I don't (and am a bit jealous of you for it )
I really don’t understand how you and Vaal have the motivation to do All the buildings, I don't (and am a bit jealous of you for it )
Interesting change, I'd like to know more about what you mean by "significant footprint in your Capital". In my case I have a TechAlley with Railcraft, RotaryCraft, ThermalExpansion and other shopkeeper/technical specalists. Would something like having a person and building dedicated to a particular technology be enough to introduce it to your civilization?
Also, I love the Pimp My Outlier Expansion. I've more than run out of room building on the edge of the city by the water. I think I'll look forward to moving my quarters to someplace more roomy.
I really don’t understand how you and Vaal have the motivation to do All the buildings, I don't (and am a bit jealous of you for it )
Didn't know there was thread on this one in these forums until now
This LP by thornofnight was the one I watched around this, rather interesting concept. He's a pretty good, and underrated youtuber.
Entire LP playlist for those interested in variety.
First episode:
B:useBlindEffect=false
B:useConfusedEffect=false
B:useFatiguedEffect=true
B:useSlowedEffect=true
Update on my utility mod based on Maul_Junior's latest comments...
v0.1.2 - Added alternate game mode
Selecting gameMode=0 in config will enable original version of mod, which causes negative effects to players not wearing helmets venturing more than just a little bit underground. Wearing a helmet disables these effects for the player.
Selecting gameMode=1 in config will enable an alternative ruleset, in which a player can venture up to 9 blocks below the surface with no ill effects. To venture more than 10 blocks below the surface, a helmet must be equipped. To venture more than 20 blocks, a chestpiece must also be equipped, for 30 blocks, leggings must be added, and for 40 or more blocks, a full armor set must be worn.
Note that this is a top-down thing. If you lose your chestpiece, regardless of whatever leggings or shoes you have on, you cannot venture more than 19 blocks below the surface without suffering negative effects.
Effects have been expanded:
Code:B:useBlindEffect=false B:useConfusedEffect=false B:useFatiguedEffect=true B:useSlowedEffect=true
useBlindEffect - Causes the Blindness effect for 10 seconds. Will refresh as long as armor requirements not met.
useConfusedEffect - Causes the Nausea effect for 10 seconds. Will refresh as long as armor requirements not met.
useFatiguedEffect - Causes the Mining Fatigue effect for 10 seconds. Will refresh as long as armor requirements not met.
useSlowedEffect - Causes the Slowed effect for 10 seconds. Will refresh as long as armor requirements not met.
You can enable/disable any combination of these to make the penalties vary from mildly inconvenient to truly evil, depending on your mood. The Mining Fatigue effect is a full-on fatigue, preventing any survival-mode block breaking while it is active.
Todo:
Add functionality to track which stage each player is in. This will allow me (among other things) to reduce the armor requirements as the stages increase.
The current version of the mod can be downloaded from CurseForge
Edit: Effects are per-player. So in a multiplayer world, each player is affected by their own armor equipped state, as well as (soon-to-be-implemented) what challenge stage they are in.
Glad to see this is still very active and being updated
Mining (Bonuses Empire-wide):
1 Fewer piece of "Safety Equipment (armor)" per Outlier
+5 Blocks between supports per Outlier
#Start Id for enchants
EnchantStartId=101