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Relatar problema de tradução
Would have been useful to write that at the beginning, then I would have looked immediately to see if it is the one, and would have confirmed that it is the one to report it to the other mod, where the info only comes when this mod is active here.
I always write in detail.
Deepl is one of the best translators, but I still have to adjust my texts manually, because he doesn't recognize some things at all, normal if you have dyslexia, especially if it's things that have to do with games, he also prefers to write Player when I write Game, he tries to translate unique names that have no translation, other translators make this more worse.
It's just strange that it doesn't call this mod by its name like all mods.
And only says [Vanilla]
And that no info comes when the turret ammo together merge mod is deactivated.
Deactivated this mod, restarted, no more info, even the hand weapon is no longer displayed as info.
Usually the first thing it says is the name of the mod , then the problem , which is why I assume it means the sub I have that is called that , even though I have never used it , many I look at in the editor .
It is strange that it calls a hand weapon mod that would have a problem with perk icons.
The hand weapon text in yellow, and the ammo mod in red.
It should call the ammo mod by name why does it say [Vanilla] the mod does not have that in its name.
“wreckchaingunloader” because that is a weapon loader and not ammunition.
And the mod here only does something with the ammunition.
Since the weapon mod at the beginning also calls its name first in brackets like the [Vanilla] which I have as a submarine mod.
[Vanilla] Container tag "wreckchaingunloader" defined in ContainerTagPrefab is not used in any item prefabs, did you misspell it?
As info that it's not on mine so, so it doesn't necessarily have everyone.
And the info that I don't have any other mods that affect anything this mod has.
Once a hand weapon, which is because of icons of perks.
And 1 submarine because it uses a loader that is somehow misnamed.
If it is, then I am not shown this mod that I have in the active list.
If it is, then this mod must have a problem with another one, and only this one is displayed.
I have submarine mods, and of everything else I have only few mod that changes something, so no 2 mods that have to self, do with Turret, or ammunition.
So this content could also be in the original mod, and then it would be in every other mod that adapts this original mod.
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I don't even understand what they found there, nor what it means. ?
Oh I made this mod, like this one weapon, oh I might as well customise everything in the game as I want, in the end 20 new weapons, and the originals all too weak, and all enemies stronger, instead of just a few new weapons with balance to the others.
So unfortunately there is not a single weapon mod that only changes the alien pistol, so removes the psychosis effect that makes no sense, the other alien weapon actually tool does not do it either, so every mod that does anything with weapons has removed this effect, but there is not a Mod this as alone make.
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Making ammunition in quality would be good, but then make an extra mod for it, for all those who only want to assemble ammunition first. / Problem is anyway whether the different construction materials and different qualities merge properly.
Started to implement random stuff that has nothing to do with making ammo boxes combinable.
So yes you keep the hassle of having an empty box, and having to disassemble it or refill it, so no joy in submarines that don't have machinery for it.
You would lose 1 aluminium if they disappeared when combined, even though aluminium is not exactly rare now.
So deleting empty crates would already be bad if you get original material back.
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You need less aluminium, because you don't stack bottles in the inventory anymore, in cabinets still.
Except to level the Mechanics Skill by building bottles and taking them apart again to get half the material back.
No
yes, just install lua, as instructed
i meant you can combine ammo boxes, same as you can combine oxygen tanks.
Weren't oxygen bottles always to combine, because the developers had also written last that you can combine them, and they will not remove that, because of the update that they are twice as big and you can no longer stack them in the inventory.
Just tested, these also go without mod to combine.
I took out another mod for testing that does something with weapons, and actually nothing with ammunition, because I also have this one turned off for a test.
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Only these 3 original weapons have magazines , and can be joined together without mods , so you only need a mod for ammo from turrets.
SMG , Assault Rifle , HMG
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Unfortunately the on original no Mods , Alien Energy Cells can't be merged, and can't be recharged, but at least you get all the material they have, no matter if they are full or empty.
This mod here is also available as adapted versions for mod ammunition and for modified original ammunition.
If they are not yet up to date to the new game version, then it must still be adapted, you see if you use these mods and a recipe does not jump through the components and when pointing to no alternative materials, then you should write to them that the mod must still be adapted to the current recipes.
- fixed recipes
- removed smg ammo combining, its now vanilla
- fixed name issue that caused problems for dedicated servers
Because all new recipes for Weapon ammunition does not work.
Without the mod it shows the possible materials as they switch through.
Also the new recipes for hand weapons are not shown.
Handguns I do not know now which ammunition can be originally merged as with this mod, only briefly tested Turret ammunition in the editor, and a few SMG magazines used a few shots to test the magazines, because when the mod is active the new possibilities are missing here, and the ammunition of SMG can be merged without mod.
baseball bat
(maybe it was just linked to his page until it wasnt)
BTW, i should get to the point, what's different from this mod that isnt in the original?
since i just noticed im subbed to both, i only dropped this one because it's easier to find.
Also, 2) will you expand this mod to tackle ammo from other mods like More Unique Weapons, & Girl's FrontLine could use an infinite ammo mod or something, some of those guns are really fun, but ammo runs out too fast, maybe triple clip ammo? lol. i stop wasting your time with my brainstorming now.
i reverted to previous version, not possible. you must have some mod conflict.
I second that!
We was laughing all evening.
V
stockholme syndrome is quite a drug lmao
i might
@OwO;
@Rummy
@Ccstewy9000
@Frankius
@The Warrior Cat
comedy has been removed
Nice one lmao :D