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
Yes. I already did it."
Not what i was looking for, i collected a bunch of mods that i want to use in my next playtthrough and there are several of those that are doing the job of several of your mods. Additionally that would clutter even more the tech tree. Could you please consider making a fork of this that works just with modded blocks the user installs themself without those mods having to explicitly first be made compatible by their coders?
I seem to be having a problem. I am using this mod on a dedicated server with a bunch of other mods. On the DS, I cannot add any vanilla blocksto any blueprints past blueprint_74 via the TechTree.xml config. If I do so, every blueprint after this point doesn't load and the progession does not work. I can add modded items to any blueprint, before and after 74, it is only vanilla items.
It works fine on single player, so I am assuming it has something to do with the scripting no meshing with the Dedicated Server well. I am using experimental mod and have allowed scripts.