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i try to playing this mod but it not working i tried to do as you suggested but it still doesn't work
Is there any way to help me play?
Please help me.
Just tried
1. Start a Minibase on the old version and save it
2. Enable Debug mode
3. Patch on current version again and open a sandbox Frosty map
4. Mark every Entity from the new Dlc (Plants and Critters) with debug tool and save them under the folder "Base game"
5. Go back to menu and open the Minibase Save made at 1.
6. Open Esc Menu and click on the Frosty Dlc Symbol at the lower right
7. Click ok at the checkbox (This mini base save will have the dlc settings added)
8. Opern debug and place all recently saved entitys somewhere on the map (you might wanna think about temperature)
9. Save the game and disable debug tools
10. Reopen and have fun
thanks!~
thanks!~
Why can't we still not simply choose the astroid size in the main game? That would be such a great addition to the game!
There just a small issue in my last playthrough. When I first time went to the oil moonlet, it looked barren and I didn't think much of it. But when I saved and reloaded the game, suddenly I saw a lot things shown up, such as cactus, hexalent and critters. I'm not sure what happened but I forgot to keep the play log. I just have screenshots before and after.
On the original mod, iirc, you would get 1 dupe option and 3 resources, but with this fork I'm getting always 3 dupe options and only one resource. Is this intended or one of my mods is messing things up?
A swamp start (the mud/plug slug/cobalt/polluted dirt) start would be neat too, it's been one of my favorites. Maybe rename to match Klei's wording of Swamp = Mud biome, Marsh = Slime biome.
And it might just be me, but most Slime does not spawn with slimelung. Neither on the starting swamp or the tree planet (just one or two that were inside the tree point of interest had it).
Cheers!
I did encounter a few things that I might need your help tho : the Beetinies and Saturn Critter Traps don't seem to be appearing in the Printing Pod, nor does it seem to be changing the interval (i set it to 1 cycle per print, but it is still 3 cycles for each print). I suspect these two might be connected?
Thanks again for porting this mod!
I enjoy that when I start a new game, I don't know yet if I will deal with danger for more space and to be able to use the space specific building, rockets, etc, or if I will try to survive the more I can without it, or with only one, etc.
We can somehow simplify the idea like if we was removing the bottom biome, split it in 2, and relocate it on the left and right side of the mini base.
I shared this idea with the previous guy but I think he didn't read it or didn't think it could be relevant.
(Or maybe he was upset because I said his tunnel idea, as it stood, was illogical.
I never understood why your predecessor have added this to the mod, it doesn't make sens for me.
it could be a thing and an interesting feature if this additional space was for rocket or example.
With the top of the main mini base area is only neutronium without any abbysalite or hole.
But there would be an access to space on the side of the main mini base with the tunnel.
I think that it could be more interesting because without space access, a lot of things change, the planed route isn't the same, because if you use the tunnels, then that will remove the main base access to space (of course, customizable in the options of the mod).
It would be a thing if those side pocket aren't just full of void, but some very hot, or cold, custom and dangerous biome who can have an heavy impact if you go in too quick and didn't plan well.
To be honest the tunnels/side access feature was not part of the original MiniBase mod (added by the person that did the first port) and I don't really see the point. The whole point of the mod is to restrict the buildable area to a certain size, so giving access to lots of empty space outside doesn't make sense. I think I'm going to disable that feature for now, if people need more space they can just increase the size of the minibase in the settings.
that way, the mod would become compatible with ClusterGenerationManager
I know that it's not a big deal, it's just an image, but there is many other Mods who add new Asteroid etc, and because this Meteor image is the 2nd classic choice doesn't help to recognize it, and it will be worst for peoples with more new starter possibility ^^
At least is my opinion for this tiny detail
Thx for the update, it work well for me, at least for what I was able to test so far, nice Job
This mod is a Treasure that we doesn't let disappear