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the idea for recycling is always good (i made a a mod all about it and actually do something similar for Disco machine items, to turn bits and pieces into actual normal and advanced components) :) but if you are capturing any mechs, then id recommend you always keep a supply of them to hand, because they often need maintenance (which uses them up) - in one game i think i had maintenance bar going down, but the buildings to auto fix them werent working due to solar flares, and my people were using the parts manually until the solar flare went :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2931976761
Hope it helps anyone!
I don't really see myself keeping this alive as I've pretty much completely switched over to biotech
@Mismagius
I can't guarantee it, currently busy with other stuff and other mods that I really wanna finish up first.
More time to work on my Biotech [permament] mech upgrades :3
The game doesn't like it when mechanoids try to do social stuff, some C# magic would be needed to fix that.
It's not impossible to do...though it is for me lel
This worked fine before as I have a several other mechs with various skills, but I can't seem to make any more. Also, the arcotech ones don't seem to be at 20, but anywhere from 17-19, and some of the advanced ones are at like 9.8. Is there some skill degredation system at work?
This is the email I use for non-work-related stuff, aka random stuff: suggykokky@gmail.com [yes that's the actual name].
This was created using the RimBees patch file you created.
Can I send this as well?
If you don't mind, please let me know your email and I will send you the file as soon as possible.
Looking at the contents of the quarry mod patch file among your mod files, the name of the patch target mod (quarry mod) was written incorrectly.
By modifying it, creating a new world and mounting the module, quarry work became possible.
If it's okay with you, I'd like to send you the file.
However, does the quarry mod need to be placed on top of this mod?
I have one question to ask.
The description states that a mechanoid equipped with a mining module can work at a quarry in quarry mode, but only mining is activated on the priority screen of the mechanoid work after the mining module is installed, but quarry work is not activated.
My mode order is What the Hack, Quarry, What the Hack Retexture and Little Expanded.
Pastebin link: https://pastebin.com/8BkYj1D2
It's both of these errors one right after another.
Not sure what caused it but trying a save reload, could mean that this mod doesn't fully work properly with Fluffy's WorkTab.
I'll try to put the dll into my own patch and hopefully that will overwrite his. If that works then the fix is done, but I'm new to modding I'm going to have to test it a bit before I am confident enough to actually post a patch on steam that implements my previous changes as well as this new patch.
This is literally my first attempt at modding and does this in a super inelegant way (I just removed everything that seemed duplicate from the other mod) so you may want to inspect this before adding it in.
As a "bonus" I also added in a compatibility patch for [RF] Fishing-ReWork for my personal use, but I have no idea if it works (I literally copied your VFE code and replaced the work type designator with RF's)
Once I have some time (or actually feel like it) I'll make a patch that changes the names/descriptions so it makes a bit more sense...sheesh, when did I first promise to do that? It was supposed to be done like 2 eternities ago.