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https://steamcommunity.com/sharedfiles/filedetails/?id=2194993727
Hope it helps anyone!
Additional graphical revisions by Genom-X
If you want to log onto the discord to share specifics/details/ideas. But worth knowing that my focus at the moment has been supporting disadvantaged individuals during the Covid-19 epidemic. This means I do not have the same amount of free time to add features as had in the past though still in a position to support the mod listing.
Basic lights now correctly configured. (Thanks for catching that one @Lustique)
Further graphical revisions by GenomX and Oscar Potocki (with permission).
Concrete compatibility with making asphalt now includes:
Industrialisation,
RF Concrete (Continued),
WD Simple Concrete,
D9 Simple Concrete.
Will add it to the list. Soon TM
Graphics revision (Partial) - GenomX
Adds a modular fabricator that will autonomously and efficiently make components and advanced components from other prepared synthetic materials and associated hopper system. (PDF updated).
Reinstated MP compatibility
Added High-tech hospital bed that help control pain, adds joy and relaxation over time and can help to control mental states where relevant.
Added mechanites to orbital exotic traders stock and also available as quest rewards for now. Further production to be considered.
Such as?
Graphene Hydroponics bin can now be minified.
Just my two cents of observation while trying out this mod :)
There's definitely a lot of items in there! BIG mod, cool stuff!
It will have been separated as the number of research jobs when using tabs became unwieldy, potentially creating errors using the vanilla tab process when altogether on the same tab.
Similar to other mods that utilise a number of research projects or if you generally have a more heavily modded game, I'd recommend using a research mod like Fluffie's research tab or NotFood's research pal, which imho simplifies the use of research projects into a single tree whilst adding additional capabilities for researching in the process.
Additional Graphene power generation. Details in PDF notes.
Restores compatibility with N7 Defences Expanded due to name change with V1.1
Applied more appropriate terrain affordance flags to all "stuff".
Introduced "ElectroSteel" and "Gold" wool as additional fabrics, which can be made at the injection moulder. (They will be even more useful with a future addition ;) ).
Added sensible place worker for ceiling lights and also that the lights will be destroyed due to roof collapse.
Added ceiling lights. Normal steel and Graphene version.
Whoops... thanks!
Smelter.
In V1.0 there were a number of mods that increased the maximum carrying capacity for pawns, varied also by race definitions. These mods had/have different interpretations of how to increase this value.
It is then left to the discretion of the player which if any mods that have been converted to V1.1 that alters the maximum carrying capacity values to make use of this stat benefit with the nano-suits, otherwise yes, it will stop at the existing vanilla cap.
Harmony dependency.
Correction to burnable modded stuffs settings.
Added priority capabilities to the Injection moulders and mech breaker.
Otherwise would suggest using a work mod like Fluffys Work tab in order to be able to open up the sub worktypes to adjust their individual priorities as per the work assignments.