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Adding the vehicle framework mod with the OG kurin deluxe mod activate the kurin vehicles.
Do you know if it's possible to mix both using only XML edit (I may want to give it a try if it's possible) ?
I noticed this mod seems to be incompatible with the base Kurin Deluxe mod (tring to run the game with both display a lot of red error and a crash at generation using "dev quicktest"). Isn't there a way to have both kurins and their vehicles at the same time ?
Added a drilling rig vehicle, fixed some code, reworked missile truck and the heavy shuttle. Details in the update log. as usual
Updated to 1.6, CE patch included for 1.6 as well. Also I revamped the textures' size so the mod should consume less RAM. Kurin titan exosuits/mechas do present in the files but they are not obtainable in 1.6 because they are bugged. Sadge.
Retrieving Vehicles.Graphic_Vehicle Colored Graphic from vanilla GraphicDatabase which will result in redundant graphic creation.
(it's longer than this)
It lag my game abit cause it's an error spam-
I have just added it, You should build the kurin vehicle fabricator, the parts of kurin missiles are printed there. Place the kurin missile truck in the interaction spot when a missile is printed and press the button to load the truck with the missile.
Something along the line of:
Retrieving Vehicles.Graphic_Vehicle Colored Graphic from vanilla GraphicDatabase which will result in redundant graphic creation.
something about my missiles, for that, I was forced to dispose them (nuke a tribal base) to remove the error, now after that, How will I make a missile again?
When tapping in the fabricator it gives me this red error:
Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
I cant force haul my colonist the stuff for it to print
Update log from now on will be posted in the mod's settings.
GUIState is not empty on end of frame. GUIStates need to be popped from the stack when the containing method is finished.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
SmashTools.ProjectSetup:ValidateGUIState ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.UIRoot.UIRootOnGUI_Patch5 (Verse.UIRoot)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch3 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)
If not helpful I can provide in other place like discord with pictures :3
DW I'm not on a rush but I wish to try the Anti Air capabilities of the SAM truck tho
In the "Dominant" upgrade tree there is the upgrade "Auto_Tracking".
But in XML there is no actual <upgrades> node.
Is it intended so, or is it accidentally missing?
Big and epic update.
阿成Cheng,
Kurin Erika VTOL has been rewritten. After the update, if you had any Erika VTOL you should rebuild all of them because I added new passenger slots that won't appear for existing Erika (sadge), also they have only 60 kg of cargo capacity now, so they can't carry vehicles with their cargo inventory. Without new Erika's slots, it has no usage.
I'm sorry for the inconvenience, but it is what it is. Previous version of Erika was quite buggy, so I had to rewrite it.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2899647123
and this
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2904918843
also the note: there something has to be enabled in setting to activate especially the trees' graphics, I don't remember, but that's important
Added kurin charging station which can recharge kurin vehicles that utilise kurin power cells as fuel. Just place any part of the vehicle to its interaction cell.
Added more kurin ultra components to vanilla traders' stock..
Kurin titan ammo is twice cheaper, but kurin titan launcher consumes 2 of this ammo per shot, that because Monarch rifle's ammo type was switched to the titan ammo type.