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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810485459
Hope it helps anyone!
Thanks for keeping us updated about the progress author. Any news since than?
Has anyone tried it in 1.3? Just asking in case it already works without any game breaking errors.
Also: I'm working on updating the mod, I'm cleaning up a few things and merging Turret Expansion into this one. Work is underway, please hang tight.
The old mod is not in the Workshop anymore. If I undsubscribe from this, then it gets removed from the modlist in game. If I remove the ingame mod from modlist, I get unsubscribed from the mod here as well. I think this has to do something with the package names being the same and I can't find a way to clear the old cache.
hmm, unsubcribe this, and than, you can ingame in the modlist unsubscribe the old mod, after that subscribe the new one again...
Vanilla turrets are not upgradable.
You can open the stat card for turrets and then see if they are upgradable in the line below Sell Price Multiplier
i think i may not be the first one asking but this is a old bug.
this standing still bug will be fix and all pawns be fine when theres no turret in the queue but as long as there is all the builder will standing still even you draft them,they may stop standing after like a 1,2 hour and start working if you don't right click to focus them.
could this be fixed?
I have seen this issue with the resource delivery failing a few times, but haven't really seen a reason why it happens. This might require more work if not a rewrite of how the work for delivering resources is implemented.
In the mean time, does this happen on new turrets? Were the turrets build before or after you installed this mod? Are they vanilla turrets? Have you tried without ShareTheLoad and/or JobsOfOpportunity?
The last question is just to be sure.
Can this mod help me in my trouble?
https://gist.github.com/b98879c4f2ec769551806f916fdbf33c
Turrets need to specifically made compatible with the upgrade path. If memory serves me right, then [XND] TE Turret Expansion adds the ability to upgrade those.
Going into that, @Rayden☆✪
Unless there were changes to RW I wasn't aware of, then [XND] TE Turret Expansion should still be fully compatible with 1.2 outside of the warning. The 1.1 version can be used with 1.2, as far as I've played with both, I haven't come across any issues.
Mortars seem to function the way they should according to MA, regardless of load order. MA still marks the mod as incompatible though.
I understand incompatibilities and bugs can be annoying, but with the little spare time I have I do want to invest it in things I do enjoy. Currently those are other games I play with friends and coworkers.
I have a To-Do list based on the feedback given and once I find the motivation and time I will be packaging it all up into a bigger update, but that might happen as late as December during my vacation.
I'm no modder by my simplistic understanding is that XPath -> XML -> C#, each one evaluated in load order. That is most likely wrong but gets the spirit of the complexity.
On that note, I'd like to request a compatibility change of possible. If both TE and Mortar Accuracy are present, to let Mortar Accuracy handle mortars. Both mods have other features I like, so I figured, if it might be possible to have both, if like to.
Do I need to download other patch mods? I see a few but they look outdated so I'm wary of just plopping them in.
...I really need a better way of organizing these things.
Which could cause the issues some have reported, but I will have to look closer at it.