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- same thing -> costs glass, thus higher tier upgrade to regular one, provides some power
- the modules are identical. the wide module exists for people that want to make an "all 5 wide module" rocket that isnt disrupted visually by a 3 width solar panel module
- 1-3, should be in the module description. spaced out oxidizer dont provide direct range increases, they just become more efficient, so you need less of it per kg of fuel
- tech tree is a busy place, not many locations where you can add new techs. effectively they are one tier lower than what they look like
A couple of questions if you dont mind.
- Whats the catch with the Stargazer Nosecone? Its smaller in height than the Extended Solo Spacefarer Nosecone, yet it has more interior size (at least according to video)? Why should I bother with Extended or basic Spacefarer nosecones once I unlock this?
- What about the Solar Nosecone vs the Basic Nosecone? Is it just an straight upgrade?
- Whats the difference between Solar Panel Module vs Wide Solar Panel Module?
- What are the numbers on Liquid Chlorine as oxidizer? Is it 1 to 3? Does it offer range increase similar to LOX?
- Why are the fuel loaders so deep into the tech tree? Altought convenient they are not particularly game changing like other late techs. All the other loaders come way earlier in the tech tree, is there any particular reason for this?
it allows construction in its center 2 tiles instead, allowing transittubes to cross
Tested with the mod in exclusion so not caused by any conflicts. Could be weird with missing strings anyway, but perhaps it's what was causing the module to show.
Playing with all DLC (including the new Prehistoric). Here's a screenshot.
https://steamcommunity.com/sharedfiles/filedetails/?id=3509538154
MissingMethodException: Method not found: bool .Instance.RevealCellIfValid(AxialI)
at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <9dbd2ddc6e904050808ea00cdae92652>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00090] in <9dbd2ddc6e904050808ea00cdae92652>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x0002d] in <9dbd2ddc6e904050808ea00cdae92652>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00025] in <9dbd2ddc6e904050808ea00cdae92652>:0
at Game.SimEveryTick (System.Single dt) [0x0006c] in <de400b4adfd7413aba747f509f69c810>:0
at Game.Update () [0x0008e] in <de400b4adfd7413aba747f509f69c810>:0
are you referring to the modded or the bionic dlc module?
can you post a crash log on my github/discord?
will be added to RE port buildings next update
Expanded Spacefarer module
it is intentionally that nonconductive
System.NullReferenceException: Object reference not set to an instance of an object
at MaterialSelectionPanel.Filter (Tag _materialCategoryTag) [0x001a3] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at ProductInfoScreen.MaterialsMet (Recipe recipe) [0x00042] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at (wrapper dynamic-method) PlanScreen.PlanScreen.GetBuildableStateForDef_Patch1(PlanScreen,BuildingDef)
at PlanScreen.RefreshBuildableStates (System.Boolean force_update) [0x00098] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at PlanScreen.OnSpawn () [0x000da] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at KMonoBehaviour.Spawn () [0x0005d] in <1f583ce96a48430ba66629e5477a0517>:0
Build: U55-663500-S
Search for all instances of "status": 3
Replace with "status": 1
Save the file
Load the game
use mod updater and skip that restart message with esc.
it has nothing setup/there? just a big empty space? do i need to add something else to it?