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Unsubbing and resubbing doesn't always delete the files properly. So it's best to delete them manually then try to verify the game.
I've had quite a few reports of people having issues at the moment and apparently steam has been downloading mods people aren't even subscribed to. So suffice to say right now steam is quite screwed.
Yes it does, and I definitely didn't just add that now after your comment because I forgot to do it earlier.
- Armor Rating Sharp +100%
- Armor Rating Blunt +50%
- Armor Rating Heat +70%
- Beauty +1
- Decompression Resistance +1 (Requires Save Our Ship 2).
Has a SOS2 Decompression resistance, does it also have vacuum resistance when Odyssey is loaded?
The only requirement is the Vanilla Expanded Framework. Considering the slew of reports I've gotten in the last few hours I wouldn't be surprised if steam switched out your mod files for old ones. Try deleting the mod folder and then verifying your game files.
Try deleting the folder then verifying the game files. Someone on another mod an hour later it was working. I don't know what's going on with steam at the moment seems there's a lot of issues.
Someone had that earlier with one of my mods for some reason. Try verifying the files that should fix it.
Oops, I'll have a fix uploaded shortly.
Could not resolve cross-reference: No RimWorld.StatDef named VCEF_FishingYieldFactor found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named VCEF_FishingSpeedFactor found to give to RimWorld.StatModifier (null stat)
Resleeved is a more convenient way to do that I suppose ;) But yeah, I got the impression it was something I could do with the positronic brain.
I'm afraid its just a brain replacement intended to help deal with brain conditions like Alzheimers and dementia. If you want to do the whole body jumping thing I suggest you look into Altered Carbon 2: ReSleeved.
There shouldn't be a problem with adding it midgame.
I'm not sure how it could cause such issues that something like that would happen. Anyway you'll have to talk to the EPOE dev they've been maintaining a compatibility patch on their end.
Unfortunately fixing that would require coding which is something I can't do. One thing you can do is use Fuu's Useful Terror to stop Slave Rebellions. The Servitor module is set to give 100 terror with the mod.
Glad to hear that fixed it. Steam has been causing a lot of issues with its slackness when it comes to mod updates.
I'm afraid that idea would require quite a lot of coding and it's beyond my abilities to implement it.
As for the bug you encountered, I checked the xml for errors and tested on a stripped down mod with VE Skills and Compact Hediffs however I couldn't reproduce the issue. I also haven't encountered it before and you're the first person to report the issue.
With that in mind I can only conclude the issue is most likely coming from another mod in your modlist. As you said it could be to do with the localisation mod so I'd suggest checking that first. If that's the issue you'll have to report it to get it fixed. I'm not great at reading logs when it involves harmony patches like this but as far as I can tell there's nothing helpful there to identify what's causing the issue. It's simply something to do with the inspect tab stuff not finding what its looking for.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffStatsUtility+<SpecialDisplayStats>d__0.MoveNext()
Gizmo clutter is a bit annoying but it can be hard to avoid. I specifically design my implant gizmos so its only when undrafted and its a button press to open up more options to avoid overly cluttering things. That opened up menu then lasts for about an in game hour before reverting to the one button press.
I usually avoid the Psychic Attuner because of the gizmo (it's kinda annoying how it stays there forever, if your pawn has a shield belt, a title, puppets from the Puppeteer mod, mechlink, etc, it gets super cluttered).
The Psychic Levitator from Integrated Implants might behave weirdly with the sensitivity changing so dramatically but that's probably the best solution to this issue, I'll take it.
The psycast one isn't really possible considering the variety of psycasts and most of it would likely require coding which I can't do. You can protect against a lot of them by using an Archotech Psychic Attuner make a pawn physically dull temporarily. There's also the Psychic Foil Helmet in game which you basically never see ever.
As for the Shocker Arm/Jaw that's fully intended. My mod actually includes an EMP Shield to protect against stuff like Brain Shock from brain implants. It did not protect from Shocker Arms/Jaws but I've patched that and changed the description of the EMP Shield a bit. I also added support to the Electric Shock hediff from the Shocker Arms so the EMP Insulation from Integrated Implants protects against it too. So, now you have a way to avoid getting your people instantly downed, if you have the right implant to protect them.
Maybe change it from "Consciousness: Max 1%" to, say, "Movement: -100%".
Integrated Implants has an implant that gives "EMP insulation: +100%", so maybe you could use this "EMP Insulation" attribute to decide how affected by shocker implants pawns are?
Also, if possible, is an Implant that protects the pawn from Enemy Psycasts (especially those from VPE) doable? Or would you have to check each psycast to see how they work, check their code, etc?
As for the boost, I think its only appropriate. It is still a game and any upgrade should reflect that.
If it does bother, I think an option to sort of toggle that in the Mod-Menu may be a better approach? So the players themselves can reflect what may be better.
I changed that months ago so people stop asking me that. Try unsubscribing and resubscribing or verifying your game files so the mod files update. As for the reason the stats like drilling get a bonus from limb efficiency. So even though the number shown is lower its actually slightly higher if you check the information page. I long held the belief that it was more balanced if it didn't get the massive boon from the efficiency. I changed that months ago so now you do get a big boost from higher bionic tiers although I'm still not 100% sure which is the better decision.
Like Advanced Bionic Drill Arms are the same as the Bionic Drill Arms
I honestly don't know. I don't have any compatibility patch for it and it's one of the only bionics mods not listed in MSE2's compatibility section so there's a good chance its not compatible.
I'm glad that improved things. I'm still not sure why that's a problem but then Rimworld has always had weird performance issues like that.
I don't use github, but even if I did I'd still note things down and put it in the change notes tab because I can't stand it how people never list what's changed in updates.
The children (Blanks) also have a slightly different variant of the Servitor Module which can be gained by installing it on babies. You'll see different thoughts if you check their thought panel.
Since you reminded me and I'm not busy I'll go over the numbers quickly to make a slight fix to this issue. It won't resolve it but less slaves should result in less performance drop.
oh I see, glad to see its not my abysmal mod managing, thanks for the heads up!!