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I hope things go well with the fix Zal and thank you so much for your work on this mod.
some patch or def in this mod still using the old namespace
"<drawStyleCategory>Walls</drawStyleCategory>"
in place of
"<placingDraggableDimensions>1</placingDraggableDimensions>"
cuz the crafting recipe is different (sos2 added one to craft vanometric)
it conflicts and i dont like it pls fix it soon as you (if u have free time)
It also doesn't block radiation from Rimatomics (since that also is based on HP)
Maybe give it very high HP (like 99999) and ability to quickly regenerate?
That way it still is basically indestructible, but also works for Anomaly and Rimatomics.
Archite Capsules - work down from 180000 to 120000
Archotech Gene Ripper - fixed texture and size
Archite Genepack Assembler - reported upside down and 1 cell instead of 4 but appears intended?
Enabled "What the Hack - A Little Expansion (Continued)" compatibility
More to come, Happy New Year!
https://steamcommunity.com/sharedfiles/filedetails/?id=3399298506
Now linked above.
In other news, the first of a few MAG updates will be publishing soon!
also a new mod you may whant to add compatibility:
mechnoid upgrades - archotech
https://steamcommunity.com/sharedfiles/filedetails/?id=3396928183
i sadly dont know what other mods they require to appear...
I've compiled all reported issues (I think, but I'm sure I'll be told if I miss any) into a document and I'm about 25% of the way through it. Expect a few updates in the next several days.
My apologies for the long delay and thank you for your patience. As I do this as a hobby, fortunately or unfortunately I tend to do that which is the most enjoyable first (bringing old mods to the latest version) and often de-prioritize the less fun (fixing existing mods in my care) ... that's not really fair, but it is what it is. I eventually get there.
As a compatibility between this and vehicle mods
RimSort couldn't sort:
zal.morearchotechgarbage -> zal.artifactsexpanded
What would be the better way to organize these two considering the dependencies. Thanks
Nameless 16 Sep @ 9:25am
Hello @Zaljerem, many thanks for adding the credits! You are doing a job that makes thousands of people happy. Can I please have your Discord handle? I would like to chip in to support your work (@DeathTomato and anyone else would you like to join?). Plus I have some More Archotech Garbage (Continued) materials that have been prepared but not yet been implemented, maybe you would manage to do this?
Atm, when the option for "use best available medicine" is on, the pawns will use archotech medicine anesthize a patient. And not being able to apply it means that the pawns will have to use it manually, which prevents the use of said medicine in incapacitated pawns.
Also there's two recipes that make the arms and legs, one with advanced in the name and other without. Also in different techs, 2 and 3.
Also it's possible to make the limb assembler make complete arms and legs with MSE2 enabled? Right now they are spawned without the forearm and internal support
Thanks to Zal for keeping this mod alive, You're a real mensch.