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After the recent update, most of the mods I use are now broken. My server crashes during startup or when loading assets, and it's clearly related to mods not being updated for the latest version. I've tested with a clean setup, and multiple mods are affected.
If any mod authors see this—thank you for everything you’ve created. I understand this situation isn’t your fault, and that you're likely waiting on DevKit updates or dealing with unexpected issues.
If possible, I hope you’ll consider at least recooking or republishing the mod, even with no new changes, just so it can stay usable for the community moving forward. Many of us still rely on your work and would love to continue using it.
Please have a look at the option "ElementorCraftingDisableItems", I've added in the last update.
In case someone else runs into the same issue:
Looks like SteamCMD changed its working dir (approx. since 5th May) from "<PathToSteamcmd>/steamapps" to "$HOME/Steam/steamapps". And this was make my Server thinking the mods where still uptodate.
If your concern is unlocking the engrams for S+'s SE structures or whatever, just remove the engram requirements in your game.ini for those S+ engrams.
There's no need for a mod to do this for you when you can do it yourself via server game files.
@McBane
Sorry, didn't mean to intrude/go off-topic a bit. Just trying to help out/provide some insight rather than trying to find work-arounds for some other mod not related to your own. :P
Honestly, we did the above to unlock S+ TEK engrams on our server; although the unlocking/learning of the rest of the TEK engrams are still unconfirmed to be working. Haha!
I am curious though about this crafting of Element via your system though, and I will be sure to add it to my list of consideration for our server's use.
Also most of the SE-Engrams won't help you on other Maps than SE, because they are build with ressources you can only gather on this map....Well, you could make those Items use normal resources for building by using the vanilla INI-Setting "ConfigOverrideItemCraftingCosts".
But as I said. nothing for this Mod.
What I was asking was not if it worked on Scorched Earth (SE) but adding the SE engrams to it as well or in another mod like this one for SE engrams in stead. So the default SE engrams are unlocked that way S+ will then think that you have unlocked the default engrams via SE's dlc and S+ will then open up/unlock its engrams for SE thus leaving them open to learn as well.
Or in other words because now that the games default engrams are unlocked for that group Tek/SE it then opens up the option to learn the engrams for that group Tek/SE in other mods like S+. I hope I explained it better this time
Regarding foreign Mods like Structures Plus, please read some comments below. The one from 17th March 9:14PM CEST, beginning with "@Bowen Arrows: [...]"
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles /PrimalItemCostume_bionicgigant.primalitemcostume_bionicgigant'" 1 0 0
cheat unlockengram "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekGenerator.PrimalItemStructure_TekGenerator'" | cheat unlockengram "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_TekTeleporter.PrimalItemStructure_TekTeleporter'" | cheat unlockengram "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase.PrimalItemStructure_UnderwaterBase'" | cheat unlockengram "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Saddles/PrimalItemArmor_MosaSaddle_Tek.PrimalItemArmor_MosaSaddle_Tek'" | cheat unlockengram "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Structures/BuildingBases/PrimalItemStructure_UnderwaterBase_moonpool.PrimalItemStructure_UnderwaterBase_Moonpool'"
Problem is, even if I would change it, the Mod wouldn't see those Engrams, because they are from a foreign Mod. My mod needs at least a reference to this Mod, which means I would need to have those files inside my DevKIT, but this isn't possible. Because already uploaded/cooked Files uploaded to Steam are already somehow encrypted/unreadable.
I'm not saying it isn't possible at all, but shooting with a mod into the space in hope it hits something foreign is in most cases not working or even not possible. Some kind of reference is always needed.
For example:
Of cause I'm shooting with this mod also somehow into the space, but I have at least the reference to the core "primal game data", which has inside all the engrams. So I don't need to know the engrams, but I need a reference to the object (primal game data),which knows it.
Also you could try to remove the very last pipe ( "|") of the hole import code.