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So now im just doing the simple xml. Though busy, it shouldnt take that long anymore.
I am very pleased that this MOD is about to be resurrected. Thank you to the author.
I'm still looking for a coder to help adjust the framework for both performance and playability.
Just saying you can't play the game in space anymore until you built a shit load of archomatter designers is a poor design choice imo.
The progression is completely broken, the stuff is overpowered and it forces players to slowly grow their resources.
Take a look at vanilla Save our ship 2. You start with a small ship with a few weapons and the game matches you up with strong ships around the same power level as you. You salvage the enemy ship (if you live) and use it's salvage to grow your own ship. It made the experience fun and enjoyable.
This does not happen in your mod. It's have our weapons or die. No amount of vanilla SoS2 weapons will destroy even the weakest of the extension's ships. This is a major problem especially considering you can just get one of the extension's ships out of the blue without even putting any research into archo related stuff. Boom, player ship gone and destroyed. all that progress lost and they couldn't do a thing.
is it normal for the archonite ore to spawn on normal map tiles?
about 30% off my map is made of it
XML error: Could not register node named "WorldEnderDmg" in mod Storm.SoS2Ex because this name is already used in this mod.
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:Verse.XmlInheritance.TryRegister_Patch1(XmlNode, ModContentPack)
Verse.LoadedModManager:Verse.LoadedModManager.ParseAndProcessXML_Patch2(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:
Could not resolve cross-reference: No Verse.DesignationCategoryDef named ShipDesign found to give to Verse.ThingDef WorldEnder
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()