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
persona mechanoids can not install a cyberlink due to not having a brain, apparently
thanks!
1. I was able to use Dev Mode to spawn them in, but cannot hack them because they are "owned by hacker". There is no option to "claim" them. Am I sequence breaking the tech progression by spawning their contents into the map? Am I meant to get my beginning cyberdata from here, or by ripping other objects i find on other maps?
2. I thought I tried that, but will try it again next time.
3. Thanks
1: the ancient cyberdeck and encrypted lockbox
2: when you select the menu to send pawns and items down, you should see the data rippers in the items tab
3: security terminals have a workload of 10 to hack. to generate basic cyber data you need to data rip an object with a minimum of 25 workload
how do i take datarippers downstairs into ancient stockpiles?
i've installed datarippers on security terminals but they never generate cyberdata
anywho, i noticed that the VRE-androids do not seem to get affected by failed hacking. berserk does not make them go berserk, they do not get cyberspace nausia, about the only thing that does effect them are the ones such as hullbreach when they are inside of a cyberpod
hope this info is helpful to ya!
Hi, it's me again. :)
I found out which mod/config was causing the problem. I don't know how much it would be fixable on either end, but it was Tweak's Galore config option of "No Breakdowns".
I am guessing something on your end refers to breakdown chance? Well, with that disabled, your mod works perfectly. <3
Thank you for such amazing content.
Maybe its already cached for you but even imgur is completely unusable.
Just go to their website: https://imgur.com/
And you will see nothing besides a HTTP Error 400.
The image host that this mod is using for its mod page graphics is restricting the ability for people within the UK to view many graphics on there website.
This is happening due to the UK Online Safety Act
I advise you find an alternate provider or add a text version of your mod information to the page
- buffed jammer kit stats
- buffed optimization module stats
Sorry for late response!
That depends on the ability. Most of them work only on hackable things, but disarm works on any weapon held by a pawn
Sorry, I don't know, since I don't play with large mod list, but maybe quest or faction mod should add a bit more hackables? Though I would assume it would be harder high tech faction mod that would provide large turrets in the camp, or some kind of hard hacking quest. I don't have any come to mind.
Ancient hatch, space drone, relay stabilizer, are the only three things that has enough hacking capacity for giving you advanced cyber data from vanilla.
Of which currently Ancient hatch can't have dataripper installed.
Other than that from test, it seems currently some turret (at least the auto-charge turret, from mechanoid cluster), can provide enough hacking capacity for at least one advanced cyberdata. I am assuming you can't use virtual dataripper, but if you can, I think some mechanoid can provide you with it? Did not check on the last one.
- replaced disabling turrets with reconfiguring turrets after finishing hacking (they now can fight for you!)
- added cyberlink requirement to turrets and mech hacking
- fixed some turrets not being patched
- added proper research checks to advanced cyberdata and broken exec data during ripping
- made hack gizmo from cyberlink hidden on downed or uncontrollable pawns
- fixed infinite range bug during hacking
- added more information during turret, mech hacking
- improved zapcode description, logic
- disabled black ICE hacking on cyberpod, updated description
- other balance changes and fixes