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Since the free ones have no specifications as to what can go in, weapons and tools also go in there, everything you don't have to stack.
The fact that they have tools in their fixed places doesn't really fit in with what the faction is.
Any chances you might reconsider changing the Zealot's robes tool slot for a medical/weapon slot? I think it makes more sense for cultists to carry some chemicals or small weapons in their pockets than a wrench...
I mean... as a chronical husk player I find more useful to carry calixanidate than tools, in case one of my uninfected crewmaters gets stung by a husk during an outpost raid or some exploration out of the sub. Or who knows, maybe I might need to kill my own Calyx and regain my tongue during an emergency situation to give some orders to the bots.
It's just a suggestion. I still think this mod is great even so.
Uniforms can be placed in other uniforms, which they should not be, unless they are empty, so they could be stored to save space.
Error because they are not supposed to be used as an inventory extension in the bar as some supposedly did.
But they can carry items and be placed in other uniforms that also carry things, I haven't tested how much you can get into each other, but each uniform can hold 2 uniforms in the 2 arbitrary slots whose stack slots can be occupied, and their arbitrary ones could also be occupied, you could just use it as a backpack to pick up loot You can't really use anything out of it except what you're wearing.
But since it can be placed inside each other, it would be practical to put it empty in a closet, but it can still carry things in every compartment, which should not be possible.
3 slots from original instead of 2 in this Mod , and 2 additional Free slots that have no stacks.
“Antibiotic Glue” these now have multiple charges, so they are useless as stacks, but you can put 1 or 2 in the Free slots that don't allow stacks.
“Opium” is now stronger with the addiction than the things that are made from it, these do not have to be in the uniforms, as the mod does not do it anyway.
Because of the originals as they were changed from diver slot to backpack slot.
Before you could use them as extra space for bots, and now like before it's only good to have 1 that is always in the closet and only needed when you need the threshold for weapon related skill to build something in better.
Maybe for the mod that you then use it as a clothing item instead of in the belt space, maybe with the uniforms that are meant for the officers and guards with their weapon bonus. / Since these uniforms are the weakest in this mod anyway with 2 ammo stacks and 2 single arbitrary ones, so combine both or the uniform a mixture of both without the “Bandoliers” bonus but then leave it there, maybe uniform that you have to build and need a certain uniform and a “Bandoliers” for it.
Big update coming soon.
The "Bandoliers" have been changed so that they no longer fit in the diving suit Place, and instead use the belt space, and only allow ammunition items.
But this shouldn't be a problem for this mod, as this mod doesn't change anything about them.
Or does this mod do something to them, otherwise they could now have different values, and old Place have. ?
Anyone can feel free to create a fork and correct this! We should always work together to make the game better! No need to ask my permission.
I wish everyone the best!