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
Merged, redrawn, nerfed or reworked.
They are in xml, they support translation by default. This is an autopatch of the XML Extension mod. Read the XML Ext mod wiki, it says how translators should work with this.
I have Hi-tech bench & analyzer build and running.
it saying "prerequisite not completed", is there something i'm missing? plz & thank you.
This is intentional. It can't be crafted, instead the ultranite assembler has a chance to produce these meds instead of ultranites (~3%).
UE2 does not have integration with HAR, and mods that are based on it, respectively. Hediffs for HAR body parts were not carried over from UE, including tails.
I don't remember them being in the mod at all.
All vanilla body parts have support.
I checked, no problems with mechanoids and implants were found. Repeat the bug on the modlist specified in the bug report discussion and send the log.
This is not a bug. Mechanoids do not have body standards, each implant was made manually for each of the vanilla parts. If the implant does not fit, it means there is nowhere to put it.
Does the implant fit the mechanoid's body? Is the mechanoid vanilla?
Ah, I see. I overlooked drw543's message.
@drw543
Make sure all the requirements are met. As Flockerkill mentioned, the mechanoids must be in shutdown mode.
Yes
This is a tag for some of my mods, it has no other meaning.
No
No
Yes
Yeah, I don't see any problems.
am i allowed to make an add on mod of this that utilise your mechanoid implant logic?
https://steamcommunity.com/workshop/filedetails/discussion/3107443670/4038103329141974987/?ctp=2
when a trader appears with a techprint from WVC, their whole inventory gets deleted
Select a pawn => right click on the implant => select a mechanoid