Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I linked an artifact containment with one to a lever for emergency descents by the captain, but having a dedicated structure potentially with options for like- target level so you can use it to pump water into your ballast tanks and alleviate some of the strain off of the pumps
Or potentially even something that could reverse the effects and quickly drain water? I dunno, it sounded more interesting in my head
I'm tired, boss
@ZyreX: You need to research the muting artifact to get its serum, then create the antidote from it.
@Chasquis: It overrides the circuitry to adjust where and how much it spawns and it overrides the power cells to adjust how they recharge.
@Adambaked: Happens when another mod is placed above this mod in your load order that also overrides the research bench. Make sure to place this mod above any mod that overrides the research bench.
@bdrakey1: Find and research the cleansing artifact to turn it into a calibrated version at the research workbench to use inside a machine in some alien ruins to fully cleanse your character of any permanent and temporary debuffs.
@JoYo: Immersive Repairs doesn't override the research terminal tho. There must be something else causing the issue or are you using a custom version of Immersive Repairs perhaps?
@Sana: It marks the ruin on your sonar, but if the ruin is too far away, it will not show up until you move closer due to sonar labels having a max distance they can show up at. It should just pop up on your sonar automatically when you're near enough.
If it does not happen at all, then something must've broken.
What could be causing that?
@Moros: You should be able to just shoot at them unless I accidentally made them invulnerable. Not sure if destructible outposts needs to be enabled in the server settings for them to be vulnerable.
@Prologde: In this case it'd need to be the other way around. Barocraftables++ needs to add the custom item tags to allow the research station to work with the artifacts from this mod if Barocraftables++ is loaded above.
@Xiivait: Yes, but make sure to use the Update Campaign Store (fixed) mod so that already existing shops start offering or buying the newly introduced items.
and when I put your mod above this one, my research terminal craft disappeared, so could you please add compatibility with this mod
And regarding the talent related tags, thank you for sharing. That's a great addition and I'll add those tags to all artifacts
@Prologde: As @Gamer Gaming stated, you may have a compatibility issue with another mod. Check the load order instruction in the description above. If a mod you're using that is altering the research station isn't listed there, let me know about the mod and I'll make it compatible
- Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
- The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead).
I think Calibrated Cleansing Artifact should do that too instead of just removing debuffs
it should can be implemented by triggering a recursive scripted event
@Facade of DOOM: They should still be chargeable in ruin alien reactors, but I'll check on them to see if something broke from one of the game updates.
@KoroSensei殺せんせー: It should give you a talent once you pick it up, but if it doesn't for some reason, you can try giving yourself the talent via the console:
givetalent RuinLocating