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Rapporter et oversættelsesproblem
As for the implants, yes that seems to work. Betabound is doing that, with the old beta UI (no conflict with this mod). IIRC they aren't using any of the code here, but of course they're welcome to whatever seems useful to them.
So I could add implants to this mod, but that means major UI changes. And nothing outside Betabound would use them, with them already having a solution within Betabound. Unless I made a bunch of other slots available too, but what would use them?
I haven't played in a bit, Just browsing over the FU github, it seems about 3 months ago they changed the PNGs - though at a glance those look like vanilla PNGs - so I'm not sure what's the point? They still aren't editing the interface config (except to add their sort script and that hasn't changed in like 4 years). Since they aren't editing the config, those would have to be vanilla sized PNGs.
The worst case is them loading after this (I can fix that easily if so) and replacing my own slightly longer PNG replacements - It would look slightly off. No one is telling me that's the case.
And I see that you hint at the possibility of having techs in more than just the normal slots?... Which I can understand why that is just an idea... but an interesting and useful idea...
Should still work fine, thanks.
And if you have any questions on how to use or feature requests, let me know.
WELL ITS A GOOD ONE
I added the same highlighting frame vanilla now has, thus fixing it. Plus I like the highlighting too.
I think I forgot about your comment. Maybe a little late... but this should help - https://steamcommunity.com/sharedfiles/filedetails/?id=1447482198
Techs that are instantly equipped for a race... Depends what you mean. Currently everything happens once you interact with the tech console (or bring it up by other means). Equipping a tech from the moment you start a character would require either a quest(what I'm trying to get away from) or a player init hook. The latter world slightly increase the scope of the mod a bit but I could do easily.
Well I was thinking to add access to more slots. I need to experiment at first and make sure it works. I don't have it all figured out how it should work - the GUI mostly. Probably would pull up another GUI rather than cram too much into this one. Adding a button on this one to pull up another would be okay maybe.
And the case is similar for supporting "upgradable/configurable" techs. But I want to do this. Gotta work out the details still.
For now I'm about to push a new version soon.
CMIIW, but that sounds like a very different mod altogether. To my knowledge, this mod doesn't add any new slot. It's a framework for other modders to work with, by giving flexible options when and how a new tech is activated.
Or maybe remove the specific slots entirely, so we can pick the techs we want, without having to choose between the jump tech, the dash tech, and the sphere/other tech.
I look forward to hear more from this mod!