Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Currently this takes up 9 tiles 3x3 the walled off center is a single tile for in game scale.
This Gas Ext not much help. we have pool Green > Fire. haha
I have not reached out to the devs, as a snapshot like ability, to support modifications to the game, is outside the scope of the base game. Most games run into some sort of issues when you disable a mod and try to load a level or game with it previously enabled. In short, the "mod" \ resources file(s) are no longer available when its disabled and the game can't load them, and an error is thrown.
but i apprechiate the insight in how it works, maybe with time (when i finally get my setup back online), i can learn to do it myself, if you don't want to maintain 2 versions of your mod :-)
the issue with your suggestion is that the game crashes when loading a save that used your mod (when i deactivated it) - but have you tried to contact/suggest that to the Devs already? - since their background is the modding scene aswell, maybe they are open for the necessary changes to make these kinds of mods easyer to use and less conflicting if someone wants to stop using them :-)
Deactivating the mod removes the definition for the tile set and will cause issues. Snapshot map/tile injection would be nice and prevent crashes for players, but that would be out of my hands and on the game devs. The map looks up the rules for those tiles on load and then references the tile/scene for the section of map (like chunks or regions).
As a suggestion: To play the other campaign maps with out this mod, you would have to complete your current missions and then deactivate this mod before starting another mission, or start your mission over with this mod unloaded.
Once activated again, for survival missions, you can choose to use the rock border enabled maps or the generic built in ones for each biome type.
I hope that helps
I tried deactivating the Mod, but that strangely crashes my game when i try to load a campaign that got started with it - shouldn't it just inject code at map generation and the game handle storing the result of it afterwards?