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temporary fix: add a dummy recipe to trigger menu rendering.
for example,
Recipe Definition
<Defs>
<RecipeDef>
<defName>GuidenceSystem_Dummy</defName>
<uiIconThing>Apparel_Corset</uiIconThing>
</RecipeDef>
</Defs>
XML Patch
<Patch>
<Operation Class="PatchOperationFindMod">
<mods><li>Dubs Rimatomics</li></mods>
<match Class="PatchOperationAdd">
<xpath>Defs/Def[defName="GuidenceSystem3"]</xpath>
<value>
<RecipeUnlocks><li>GuidenceSystem_Dummy</li></RecipeUnlocks>
</value>
</match>
</Operation>
</Patch>
I just wanted to know if it would be possible for you to make it so that fuel rods can be slid into empty slots in operating reactors.
In nuclear power plants, we never change the entire core; we change 1/3 and the remaining 2/3 are redistributed in the core to avoid cold spots.
My idea is to be able to remove the spent rods and replace them with rods that are already in the reactor but less worn by clicking and dragging them into the empty slot, rather than having to remove everything and redistribute it by hand.
Thank you! (Sorry for my English, I'm French!)
Shouldn't only the pawns with nuclear move fuel rods, or is it just the spent fuel rods that they won't touch?
Thank you for creating the Edge Nuclear mod—it’s a fantastic addition to the game!
I’d like to report an issue with two specific technologies: “Global Navigation System” and “Warhead Packaging” under the Intercontinental Missile project.
Problem:
The research interface for these technologies does not display correctly. Specifically, the research description, requirements, and button are completely missing, making it impossible to proceed with researching them. Other technologies (both vanilla and from other mods) work normally.
This appears to be a UI-related issue rather than a research logic problem. Could you please look into this in a future update?
Thank you for your time and effort!
Then for the def "ResearchGuidenceSystem", change the Steps section to
<Steps>
<li>MEPS1</li>
<li>MEPS2</li>
<li>MEPS3</li>
</Steps>
This way completing the MEPS research will unlock the Guidance system. Make sure you keep the formatting the same as the original file
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
Also, can't research the guidance system for some fucking reason
The game dropped from 160 FPS with a high tick rate to 16 FPS with all pawns rubber banding around. When removing this mod a raid instantly spawns via drop pods and the frames and tick rate return. Breaks 3 speed and causes thousands of calls per second and errors.
Is there any way to enable ballistic missiles to be launched from a space station to Earth's surface?
YOU TAKE OFF AND IT LEAVES ALL THE RODS BEHIND LMAO
[Ref 95FAD595]
is it broken?