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






I realized that the refineries burn deep chem all the time and I figured it might be an interesting thought to put a check in the pipe system to make it pause once it's full and restart crafting when enough is gone?
I'm not entirely sure how the pipes check in the backend so it's just a thought.
At least now it will be working. This particular bit of code wasn't working at all, so if you were using it, it had no effect. The new one will work fine.
@Funtime
Yeah, no, the mod cannot delete save files.
The mod that did cause the startup error for me was VPE - Originium. I will write a comment, there.
That's the first error I ever encountered that completely prevents play. :-/
The game is trying to access a stat definition called VEF_MeleeAttackSpeedFactor from the Vanilla Expanded Framework, but this stat no longer exists or has been renamed in the current version of VEF.
Thats a harmony thing
Bottom up aslr needs to be default on
Been a thing since 1.5
We have an explanation for why on one of the discords but I cant remember the details
Go to your App & Browser Control settings.
Scroll down to "Exploit protection settings".
Scroll until you see "Randomize Memory Allocation (Bottom-up ASLR), if disabled then you need to enable it.
Restart your PC
this has to be on , or else any mods with vanilla expanded gets infinite blackscreens
should there only be 1 faction mod at a time? its very confusing for new players
To reiterate: we do not look at other mods when developing ours. This includes not copying, not being inspired by, and not working with other modders. Safer for us if we just don’t see the work of others when we develop ours. Otherwise people may assume we intentionally copy something or whatever. We don’t.
ve mech and rimfactory were compat in the old form anyway
they had overlap due to both being factories
not incompat
ancients is being remade
not updated
The warning about outdated API is just a way to notify a mod developer to update it so they get new features. Using an older version shouldn't do anything at all, since updates were designed in a way to work with older API versions. And if a mod (like this one) doesn't use the API, despite including it - it literally won't have any effect on the game at all.
i wonder where its getting added
Mod Vanilla Expanded Framework has MultiplayerAPI client (0.3)
Mod Vanilla Expanded Framework uses an older API version (mod: 0.3, current: 0.5)
yell at your government to stop being pain
Zero idea what is causing this, but removing mods one by one seems to tie it to this framework specifically, even when none of its other dependant mods are active, only removing this baseline mod allows them to work.
I did not uninstall the dependant mods, merely deactivate, but I was quite sad that the whole reason I got odyssey doesn't work with my favorite suite of mods (basically blueprints, prep care, misc robots, pipelines, and archotech expanded. Have some other quality of life mods installed but deactivated
P.S. At first, I wanted to use the VAE gloves as an example, as I thought they'd work with modded hands, but it turns out they have the same issue. So, the question about a patch or changes also applies to the glove and boot system.
NullReferenceException → ReadingPolicyDatabase.GenerateStartingPolicies()