Industrial Resolution [discontinued] 3.1


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About This File

ir_big.jpgThis mod introduces electricity and machinery to Don't Starve

Do you want to fight Maxwell?

Do you want to show the shadows who's boss?

No revolution is complete without Coal and Electricity!

If you agree with the above point, then this mod is like made for you. It introduces electricity and machinery to Don't Starve, without (wanting to) ignore its amazing feel of uncertainity and artistic developement.

Modules

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Unlike most mods, this one is split up into several modules. As such, you can install the parts you want and don't need the rest! Furthermore, updating is easier. And of course this allows for third-party modules, the Treeslacoil by @Corrosive for instance.

The following official modules are currently available:

  • BASE brings electricity itself. This is the core mod, you need to install it.
  • CRAFTWORKS allows advanced crafting. Being cheaper, but more complicated, this mod is ideal for whoever is concerned about resource management.
  • UTILITY is tool- and survival-orientated. It offers electric alternatives for most basic elements needed to stay alive.
  • MILITARY brings weapons, armour and miscellanious combat entities. This is what you want if you came here thinking of laser guns, power fists and electric fence.
  • Robotics is not functional. Use at your sole discretion.

Documentation

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If you install and enable Tomes of Knowledge, you can find or craft an in-game guide. It magically scientifically expands with updates. It should give you the idea, and is highly recommended. For more detailed information, read the changelogs or the source code.

The old documentation thread is here. You might enjoy reading this story as well.

Compatibility

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All modules are compatible with DS base and DS RoG. They are also compatible with ShipWrecked, though some things might not work, as this is not a high priority. DST support is possible in future but unlike as it stands.

Industrial Resolution includes minor World Generation stuff and edits some game objects. In general, it should be 100% compatible with any other mod. If you notice problems in this regard, please do not hesitate to inform me!

This modpack supports the following mods:

If you want to see more cross-mod, tell me please!

Credits

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I want to thank the following people for helping in the creation of Industrial Resolution:

@Folthan for drawing the LED and giving me that software ;)

@NoobModder for drawing several IRM objects

@Estel for praise and feedback

@Mikeloeven for telling me to just do it and giving me that other software ;)

All users who suggested content or changes for their interest

You for reading all of this and being (presumably) awesome

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What's New in Version 3.1   See changelog

Released

Added IR for DST WIP, feel free to work off it.

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@Toffol85 It really isn't a problem with this mod, Klei probably still didn't push the SW patch for standalone.[1]

To fix it, either pesker them until they do it or add the following line at the very top of "modmain.lua" in the mod files:

GLOBAL.CAPY_DLC = 2

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I'm not playing the Shipwrecked expansion, it hasn't come to Gog (yet). I only have the normal DS and Reign of Giants.

I'll try changing the modmain.lua anyways.

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@Toffol85 - it is not related to the fact that you have (or not) Shipwrecked, it is about the update to regular Don't Starve that Klei issued in relation to Shipwrecked.I'm absolutely baffled by the fact that not enough people push them to ensure standalone/GOG is updated to the correct shape, the fact that it is STILL broken is completely unacceptable.

Anyway, as Mobbstar said, it is Klei's fault, not IR one. And I can confirm that (who would have guessed ;) ) adding the line fixes it.

/Estel

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@Mobbstar :
I've noticed small inconsistency. We have (appropriately priced) unsafe conduct joins, and safe conduct joins++. Hoever, the stationary "socket" for LED on a stick can also be used as perfectly safe conduct joint, yet it is cheaper than BOTH of the later (even not mentioning the additional benefit of being socket for a light, that it gives).

Cheers,

Edited by Estel

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@NikitaTitanium

On 10.3.2016 at 3:59 PM, Mobbstar said:

It really isn't a problem with this mod, Klei probably still didn't push the SW patch for standalone.[1]

To fix it, either pesker them until they do it or add the following line at the very top of "modmain.lua" in the mod files:

GLOBAL.CAPY_DLC = 2

@lasalamandre23 you can find silver in seemingly usual rocks underground and in desserts. SW jungles may also contain silver boulders.

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why the industrial resolution base crashme with capy_dlc is not declared but the other 4 is activated??

i agree this to the other 4 

GLOBAL.CAPY_DLC = 2

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How will I know if it's working in game? I had no problems downloading, installing and enabling, but I don't see any changes in game. Is there something I need to do to activate it?

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I know it will be a dumb question but how can I smelt Quartz Sand into Glass, I haven't been able to find out yet.

Thanks for the help!

 

And suggestions: It would be nice to have the Soulful Alchemy made compatible to Shipwrecked, and you could add copper or new resource usage to the IR mod. :)

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Just now, Brisath said:

how can I smelt Quartz Sand into Glass

add copper or new resource usage to the IR mod

You have to put it into a forest fire.

IR is currently being remade for DST, and I have three unique industrial resources planned.

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Why are there 6 different files to download? I want to download this but not if I have to download all 6 files... and open them all in game.

Edited by miss.mcclory

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On 14/12/2014 at 1:31 AM, Prince143 said:

Am I the only one here who doesn't know what does this mod do?

hhh no me too 

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I've installed this mod and while everything is working well, I can't seem to find any silver. Anyone have a console command for silver? :(

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