Medieval Engineers

Medieval Engineers

This item is incompatible with Medieval Engineers. Please see the instructions page for reasons why this item might not work within Medieval Engineers.
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Reduced Deconstruction Time Mod
   
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Type: Mod
Mod category: block, other
File Size
Posted
Updated
1.608 MB
28 Jul, 2015 @ 6:01am
1 Aug, 2015 @ 2:24am
3 Change Notes ( view )

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Reduced Deconstruction Time Mod

In 1 collection by Yurand2000
Yurand2000's Medieval Engineers Mods
23 items
Description
- - - Current Version 1.11 - - -
Hello everyone, here you got my fifth mod for Medieval Engineers, and today i'm introducing this "fix" that reduces deconstruction time of stone blocks: from 600 seconds (10 minutes) to only 60 seconds (1 minute)! I haven't put the deconstruction time to 6 seconds (so like constructiong time), to prevent that someone destruct your castle in "two hits". Unfortunately you can't use stones already in your world if you add this mod to it, you have to dig them to make them work (I'll search for a solution). Already built blocks will have reduced deconstructing time and you can use that stones for building too.

Mod Details:
Mod Creator: Yurand2000
Mod Tester: xzosimusx
Mod Version: 1.11
Game Version: 02.027

Main Features:
- Reducing Deconstructing Time

Update 1.10:
- Added Large and Small Projectiles

Update 1.11:
- Bug Fixes

Please subscribe, download, play and enjoy my mod! If you like or have some suggestion and you find any bug, please write a comment and I'll shortly answer :D

And don't forget to check my other mods:
http://steamproxy.net/sharedfiles/filedetails/?id=489701935
Popular Discussions View All (1)
1
1 Aug, 2015 @ 2:19am
Errors
Anticept
4 Comments
Kithsakhai 24 Aug, 2016 @ 11:42am 
all newly dug stone is still the 'old' large stone on old and new worlds with this mod, this mod will be a must if this can get fixed >_<.
Yurand2000  [author] 29 Jul, 2015 @ 5:02am 
Tzenchor I already know that, why do I have to create a new component if is much more simple to overwrite the old one? As you can see by your tests it can't work, so I made a workaround for that. About your second solution I can tell you that is not "The Solution" because it is not a mod and it can't be used in multiplayer.
Tzenchor 28 Jul, 2015 @ 5:58pm 
The problem you are having the stones is that you are defining a new component and modifying all the blocks to use this new component. To avoid this there only 2 ways:
1- Instead of defining the new component, redefine the existing one, this would be the best solution, but this doesn't work, i tried modifying your mod, but it was ignored by the game
2- Edit components.sbc directly on the game files. This works perfectly, every there is an update or a integrity check it will be overwritten.

Because of that i have created a small Powershell script that handles that second way automatically in OneDrive [1drv.ms].
Please note that by default Powershell has disabled the ability to run scripts, so you have to change temporarily the "execution policy", or copy the whole script and paste it directly at the console prompt, it does not matter where the prompt is placed because the script will search for the game dir automatically
Landthan 28 Jul, 2015 @ 11:37am 
Nice :D