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"Common sense - bugs with "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option and glittertech fabricator"
Shouldn't Glitterheart be rare? I haven't even managed to discover 1 of your technologies yet, and I already have 8 of them.
What's a valid host for the Orbital Targeter? Can it be a slave? I see that a Ghoul cannot be used and I don't see how a prisoner can be used either.
How are they used??
How very Soviet Russia of you.
Instead not only is it extremely expensive for what it is, it can't even be used as an alternative for cloth since you NEED cloth to make it!
Synthread can be acquired from traders to build the panel and bootstrap your production, this seems to be the intended method
I downloaded this mod with my 1.5 save for a way to make healer mech serum for another mod that has recipes that need it, but after playing with it quite a bit, I started getting suspicious why none of the recipes or research were present, or got no debris, then finally peeked in the mod files :/
still a pretty neat mod, don't get me wrong, but this would've been nice to know in advance
here is the link provided : https://gist.github.com/HugsLibRecordKeeper/ace44b1e93def2096247d6d9eabd0cde
I captured this just after a colonist finished overclocking a laser sniper rifle (from vanilla expanded weapon - laser mod) : the weapon disappeared
I did try with a standard charge rifle > the process of overclocking was done, the weapon didn't disappear but also didn't get overclocked
+ one more thing I noticed, the solar flare bank doesn't seem to work. I built one outside, it is powered, has "fuel" but when I got a solar flare, it did nothing
thanks
From mod desc:
While reporting a bug, please always use HugsLib (or just provide your mod list) and always check your mod load order. I can't help without it. Thank you.
Exception ticking USH_GlittertechFabricator668687 (at (155, 0, 124)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 17C96BE9] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
this and a couple other errors wont stop and the rendering is making everything look neon and weird??
comment #1 most of this stuff can be configured in xml
comment #2 the glittercrate doesnt always drop a heart so you can get unlucky in an outpost quest. The facility quest doesnt have any crates - only glitterworld debris that has a 100% chance to drop 3 hearts.
@Dizzy
It shoudn't matter. In code it inherits from "Hediff_AddedPart"
@TALE
just english from my side, but I saw plenty of translations on the workshop
@-=C.D.Z.R=- Dragon™
plenty of other mods adding new guns. Check out Det's work, it's great
@Svelsien
Can't help without a hugs lib report
Even worse, it simply delete your weapon after wasting your ressources.
i mean like ADP Pylon rearm cost, repair station cost, medical thingy cost per operation, general all the upkeep cost so people can tweak things to be harder/easier depends on the settings of their game
I don't know if this has been reported yet but after a recent update (sometime last week), I started getting a log jam due to having 4 research probes in storage that were throwing an object not found exception every single tick (each) until I deconstructed them. Couldn't figure out the exact cause.