Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2010527094
Incorporates the functionality of this mod + tons of new stuff and fixes
I've seen the update. I'd like to update for compatibility (I don't really have much time for more but that'd be a shame to lose compat)
Expect it for in a week's time tops :)
Cheers,
<ResearchTabDef>
<defName>Main</defName>
<label>Main</label>
</ResearchTabDef>
from 1231678757\Defs\ResearchProjectDefs\ResearchTabs.xml.
True :D Do you have a mod list, so I can try & repro the problem on my end ? Cheers!
Hey, that's a weird and definitely unintended behaviour. I'll look into it as soon as I can, I understand the frustration - I like things being organized too! :)
@Рубака
I don't know rimwrite. If there's no direct compatibility problem, I won't really have the time to add something more.
a lot of the early tech is fairly cheap, so i might try and clear through all the neolithic/medieval tech, before adding any more.
btw if i added a mod that also added older tech, what would happen? (would the blueprints made when it was ok, vanish, or just stop me from making more)
Yeah, if you have a lot of techs it'll be complicated getting to the point of creating your own blueprints. It would be a big exploit to create blueprints to unlock techs from your era, though!
The "blueprint creation" is a feature thought up to make Research characters still interesting when there are no more techs to research as an income source :)
some traders have some, and also a raider leader from time to time :)
i never seem to have enough silver on hand to be able to buy many, but i did get a few so far :)
the only slight tricky thing i have noticed, (as someone who just "keeps on adding interesting mods") is that the more interesting things i add, the amount of "tech" in each Era, like neolithic or medieval etc, just keeps on growing, to the point where it seems like i can never actually make a blueprint of my own, since i never get to complete all research in an era :)
If you do encounter any kind of problem, please tell us and we'll have a look ! :)
If you do run into any problem, please let us know and we'll take a look at it.
Does that mean that Ashnal's revision makes this compatible with those mods?
It shouldn't change the mod order (in theory). Are you having some problems ?
Tell me if I messed anything up.
We have compatibility issues with mods that alter the research tree, but I'm not sure how we can fix that yet.