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Rapporter et oversættelsesproblem
@Prologde: In this case it'd need to be the other way around. Barocraftables++ needs to add the custom item tags to allow the research station to work with the artifacts from this mod if Barocraftables++ is loaded above.
@Xiivait: Yes, but make sure to use the Update Campaign Store (fixed) mod so that already existing shops start offering or buying the newly introduced items.
and when I put your mod above this one, my research terminal craft disappeared, so could you please add compatibility with this mod
And regarding the talent related tags, thank you for sharing. That's a great addition and I'll add those tags to all artifacts
@Prologde: As @Gamer Gaming stated, you may have a compatibility issue with another mod. Check the load order instruction in the description above. If a mod you're using that is altering the research station isn't listed there, let me know about the mod and I'll make it compatible
- Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively.
- The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead).
I think Calibrated Cleansing Artifact should do that too instead of just removing debuffs
it should can be implemented by triggering a recursive scripted event
@Facade of DOOM: They should still be chargeable in ruin alien reactors, but I'll check on them to see if something broke from one of the game updates.
@KoroSensei殺せんせー: It should give you a talent once you pick it up, but if it doesn't for some reason, you can try giving yourself the talent via the console:
givetalent RuinLocating
@Doctor, Knee-Grower: If you bought the item and took it directly from the merchant (spawned in your inventory) you need to drop it and pick it back up again as it doesn't trigger the talent when spawned into the inventory. When picking it from the ground, you get the talent to be able to place it.
Teleport sickness is basically a cooldown. If you teleport too much in a certain amount of time you'll reduce your max health and eventually go unconcious and potentially die if you continue without recovering from it first.
@Biggis Dickus: Good catch! I completely forgot to change the serum deconstruct time... They were supposed to also be just 30 seconds like the artifacts. That will be fixed
Don't you think the "traps" in the ruins have become less dangerous for careless divers?
I mean the places where you place motion sensors for turrets/other things, which significantly reduces their range.
After exploring the ruins a few times with my team, I feel like exploring them has become much more boring, and there is no longer much need to disable the alien power cells.
Although the ruins weren't a very dangerous place before. Maybe it's their general problem, not the mod's.
@Biggis Dickus: No since they're working differently one is a deconstructor, relying on a different part of code to work, while the other is a fabricator, working completely different. And the research time is configured as 30 seconds. The game might be adding a few extra seconds for unknown reasons, but it's still less than a minute.
There really needs to be a generic "researchable1" and "researchable2" tag for the left and right input.
@Malbec: Yeah it's the endocrine booster pool. As for the artifact mission tagging your artifact as the target might be a game bug, but I'll look more into it and see if there's a way to make a workaround.
Living Metal artifact is working properly on its own tho
@Ksarper: You don't research them on the workbench or fabricator. You need to use the regular research station often found on outposts and use Alien Circuitry to research them.
Use TagAction and CountTargetsAction to avoid spawning duplicate markers and check if the locating succeeded or failed
@Sir.Glizzalot: That sounds like you didn't put alien circuitry into the research station alongside the artifact. Without the alien circuitry, the artifact will not be researched and just moves into the output slot. When researching an identified artifact, it will get an inventory slot with the serum inside it.
@Vangorich: Serums also need to be researched on the research station where you also researched the artifact. They require stabilozine in the second slot to successfully research them.