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as i said, i am also getting the old afflictions (material loss, loose screws, etc) but that is probably from outdated patches. However, trying to remove ballast infection did not work like at all. even when i had my friend was shooting me with a welding tool, the ballast infection was still going up rapidly or does the effectiveness of the welder grow with time? the only two ways i found to lower it was giving myself the robotrauma radiation damage affliction through the console, since it does not work with hazardous reactors beside damaging you and the other was standing in fire (incendium grenade for example)
Removing "Robotinfection" isn't done through the HUD. It takes a while, so you'll need to be patient. I could even test it today to see if anything broke (but I doubt anything broke).
i did try to use the welding tool, both in the health interface and in world (aiming at my legs), but they did not work. I have a feeling with all the new changes, could it be that the patches are messing the with how it's supposed to work? i am getting the old afflictions currently, even though i saw that they are supposed to be replaced with new ones
There is such information and I will copy it especially for you.
("Robotinfection" works on the principle that you can get infected by ballast flora gas, but to get rid of it, you just need a second person or you yourself to use a welder). So you have to use a welding machine as if you wanted to damage yourself
Yes, after reading your comment, that's indeed the case. I'll be adding an update to this soon. (I had to hurry with all this)
I've currently fixed the "rradiationsickness" issue, which was actually overkill. You can find such changes here Of course, I plan to create a new exoskeleton that will be resistant to "rradiationsickness" by 80-90% and new and different modules related to it for the "Genetic Synth Port"
The suit actually DID work before though but now it actually doesn't anymore. The Frames themselves don't have enough radiation and burn protection to make up for what the suit gives you, so robots are actually at a disadvantage when it comes to handling leaking reactors and active fuel rods due to that.
Maybe there could be a future upgrade for the synth port to give you a lead plating?
Okay, then I'll check and test it a few times and then change the damage. And don't use the protective suit at all, because it won't protect the robot at all. I recommend using only Exoskeletons for Robots
I haven't touched the Robotrauma and enhanced reactor patch yet (because apparently that only makes it so you can cure radiation with Deconsol)
Let me tell you right now. If you're between a reactor and a door, and it's also closed, you'll still take a lot of damage (due to the powerful explosion). This is how it works if you play vanilla without mods as a human; the effect will be the same (unless I'm wrong, then feel free to correct me). However, if you're using the "Robotrauma Remake + Enhanced Reactors patch" mod, you'd have to ask the author if the code boosts/increases damage or something similar. If it doesn't, then I'll start implementing a fix for the "radiationsickness" Affliction.
no no, they both workin just fine, just multitool doesnt heal like wrench and screwdriver
Send me a screenshot of the module problem you're describing (it's better to share the screenshot on this site [imgur.com]). I also just tested the screwdriver and wrench with the "Robotrauma Remake + Neurotrauma (Transference Patch)" add-on, and they work fine for repairing damage from rblunttrauma, rburn, and rinternaldamage. Unless I misunderstood you, then feel free to correct me.
anyways thank you for fixing it
For the old Robotrauma I had added a "Poster" that you could hang on the sub so people knew how to heal a robot, that looks almost identical haha
To do this you need to give the "Encrypted Module" to the Deconstructor and there may appear different Modules for the "Genetic Synth Port"
"(Sovereign) Command Exo-Frame" - Has built-in "ship controls." When it comes to removing the "Navigation Tablet," simply drag the item to remove it. It even has a special description: "Drag out of hand to remove."
If you have tested compatibility mods for "Robotrauma Remake" and think they are good and still work (of course you can also send a recording) or you have already created some compatibility mods of your own, feel free to upload them to the Steam Workshop and post a link to these mods here
I have a mod that makes so certain afflictions that don't make sense in Robots from other mods like "Enhanced Armaments, Fuel for the Fire, Dynamic Europa..." and more I currently forgot.
Was asking how I go towards proving you those mods for you to see if they good for adding on the Compatibility Patches list.
Could you explain a little more clearly because I'm a little confused and I don't know exactly what you mean, and I don't want to give you the wrong answer.
All damage is immediately redirected to the torso because other limbs merge as one damage instead of separately, so all damage is redirected to the torso. Regarding the damage cap, yes, there is a cap of -80, but I'm releasing a major update soon that could change a lot of things for some people. And then there won't be any cap.
As I wrote in the description. At the moment, I'm focusing only on Robotrauma Remake. But if you want to create Europa Waifu compatibility with this mod, I don't see a problem. Just don't forget to post here
Yes, here https://gtm.steamproxy.vip/workshop/filedetails/discussion/3489190188/600780018609585358/
i don't like how they look on my character