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
We could add a check that just deletes *anything* another mod adds to space? But what does that break?
We could stop *any* event from firing in space, but what does that break?
Or, we make a specific harmony patch and transplier to inject our own code to check biomes into those mods. Suddenly we're maintaining these patches against all the updates.
What would be BEST, for everyone, is if those mods check the biome compatibility. That would be the wisest thing to do. So they don't show up in other mods with unique biomes where it is game breaking or immersion breaking.