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@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.
@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.
@Demonic thanks bud, i appreciate it. :)
@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.
Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.
So i tryed another Mod WorldEdit 2.0 changing the impassable map tile to another type and luckly it worked !
@scorpion that doesn't make much sense. Would have to be a very weird compatibility issue. CA doesn't touch kids or the growth moment mechanic.
Caravan Adventures must be fully removed through the mod options menu and then removed from the modlist to resolve it.
Failed to find any textures at Things/Building/Misc/Genebank/Genebank while constructing Multi(initPath=Things/Building/Misc/Genebank/Genebank, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
I have the base game, as well as the Royalty and Ideology expansions.
EDIT
Found out I was missing the Biotech DLC. After installing Biotech, all errors were gone. So dear autor, you shoud state somewhere, that at least Royalty, Ideology and Biotech are required for this mod to work without errors.
@星宫萤雪 yeah, mod settings don't support localization right now. Don't have the time to move them all to localized files. But if somebody wants to do that and create a pull request for it, i wouldn't mind.
@nO$wukks attempted to make them compatible, but it turned out to be rather tricky and i didn't have the time. Might take a look again when i have some more time.
@decom70 you can even not fail it when getting lucky and the reinforcements manage to defeat the mechs. But if u're unlucky and the story persion dies, or the mech wave wins, then it fails. But it doesn't really have a significant outcome to the story, other than giving you a close by settlement you can trade with.
@bell you can go to the mods story settings, uncheck the enable apocalypse box and if the apo was already running, press the "reset apocalypse" button after and it will stop and should no longer activate for future story runs until it is enabled again.
Ah, and iirc. u should be able to exclude slaves from the mechanic in modsettings, but can't say for sure, would have to look it up.
@Shork with a Torpedo yeah, thanks. It's a minor issue with the recent update it seems. Will look into it when i have some time.
@624932690 adding support for vehicle caravans turned out to be a bit tricky. It was in the works, but i had to pause it due to too much rl stuff rn.
@sjthone hard to say without a log and some more context. Sounds like an incompatibility tho, yeah.
@StormtrooperTrish ehm yeah, the story pawn is used for an event a bit later, that won't work sadly. xD
@Holy Nut should, yeah.
The new faction generated by the story was set neutral with the Hive, and my ally just happened to be on an infested map full of insectoids, Bugs not attacking them and so they.
And I just got rekt fighting both sides because they became hostile due to friendly fire and misfire damaged their building.