[v1.3.0+, EoR] Tinker Tinkering
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Re: [v1.3.0+, EoR] Tinker Tinkering
Have you considered making a version that adds in the special items needed to create the Artifact tinkers into the Age of Ascendancy campaign? Items like Primal Cores, Mechanical Cores, Brain Jars, etc? Great mod by the way.
Re: [v1.3.0+, EoR] Tinker Tinkering
brain jars are in AoA now, you can find code that when inputed in the egress grant them.
if you have the forbidden cult dlc that is
if you have the forbidden cult dlc that is
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
…? My understanding was that artifact tinkers don't drop in AoA, for precisely that reason. [And most of those special ingredients come from EoR zones that really wouldn't work transplanted into AoA, which means that adding them would mean creating new game content (in the form of zones where said ingredients could be obtained), which I'm not particularly good at…ender4 wrote:Have you considered making a version that adds in the special items needed to create the Artifact tinkers into the Age of Ascendancy campaign? Items like Primal Cores, Mechanical Cores, Brain Jars, etc? Great mod by the way.

"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.3.0+, EoR] Tinker Tinkering
Is there no way to add them into the general Artifact drop table? I don't think it is absolutely necessary to be 100% lore friendly in a mod, this is just something I thought would fit the theme of the mod itself. And I found it annoying to find the schematics for something that is ultimately uncraftable. Thanks for considering it anyway. Good to hear that Brain Jars may be in the AoA campaign.Zizzo wrote: …? My understanding was that artifact tinkers don't drop in AoA, for precisely that reason. [And most of those special ingredients come from EoR zones that really wouldn't work transplanted into AoA, which means that adding them would mean creating new game content (in the form of zones where said ingredients could be obtained), which I'm not particularly good at…]
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
Does anyone else run into this? You're in the Create Tinker dialog, thinking, "Okay, I can currently make tier-3 Rocket Boots; is that better than what I currently have attached to my boots? I forget…" Well, v1f modifies the tinker description in the dialog to include a list of all instances of the selected tinker that you're currently using — for instance, the Razor Edges on both your steamsaws. This also works for non-attachable tinkers like salves, and will also list any matching tinkers on your sidekick's equipment (most likely your mecharachnid, but should also work for your golem or your worm that walks).
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
Small typo in the preceding; left out a closing parenthesis in the "you have" description of tinkers/salves in inventory. Fixed in v1f.1. We Apologize for the Inconvenience.™ 

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
Well, that was embarrassing.
A few typos in the localization support for the bit where we add the tinker description to the schematic description. Fixed in v1g.1. We Apologize for the Error.™

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
So you know that bug I reported earlier, where the description of a tinker is supposed to include a note about what kind of object it attaches to but doesn't? Well, at first I thought the bug was buried too deep in the code to fix in an addon, but after some experimenting, I've figured out how to do the necessary blunt-force meatball surgery to re-add the attachment note in the right spot. If I've done this right, this should be transparent if the bug is later fixed; the addon should detect that the needed attachment note is already present and not add it again.
Anyway, that's going out as v1g.2.
Anyway, that's going out as v1g.2.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
It's easy enough to distinguish whether you already know the tinker for a schematic being sold in a store; just select the schematic and look for the "[already known tinker]" vs. "[can be learnt]" note in the tooltip. If you want to check all the schematics in the store, however, it gets slightly more annoying, since you have to manually walk through them one by one. So in v1g.3, just released, we add a new game option, "Gameplay | Highlight learned schematics in stores", which lists known schematics in stores (or in player inventory) in a greyish color for easy distinction. On by default, but you can always turn it off if you don't like it.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: [v1.3.0+, EoR] Tinker Tinkering
A few improvements going out in v1g.4:
- Remember our workaround above for the bug that tinker descriptions don't include a description of what kind of object they attach to? Well, it turns out we were only covering covering a subset of cases: some tinker descriptions have a "When attach to an other item:" header that we can key on to determine where to insert our attachment point header; some don't have that but have a special description (shown in blue), which we can also work with; and some have neither, so we just attach our bit to the end. That should cover all cases now (knock on wood…
).
- Another omission in the base game's description of tinkers is that it doesn't include a description of combat modifications provided by shield tinkers, as it does for weapon and glove tinkers. (Granted, Embers doesn't define any shield tinkers with combat modifications, but I added a few recently…
) Slighty tricky to add; let me know if anything comes out looking wrong.
"Blessed are the yeeks, for they shall inherit Arda..."