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Husk infection for the suit is putting a warning in the console.
isn't tagged properly so the bots do not consider it a diving suit and when left to their own devices in open waters run around like a chicken with their head cut off
Error loading item - item prefab""(identifier "cooper") not found.
Does it conflict with any mods
And what are the specific costs of the suit?
Can someone please tell me these?
Also, Custom afflictions are still a bit off to me, neurotoxin should be cured as you would cure morbusine (I think it was the base anyways), but for some reason it isn't being registered as valid. I will try to make it cureable by, well, something alongside the fix for the recycle not being available.
With that said, let me go on to responding:
@Havel L. Kirk Ah, that must be a mirror bug, I'll see if there's something I can do, though with my experience mirroring in baro is very funky. I think I forgot about the recycle recipe (oops) I'll write it down for a future fix. As for the arms, I think that's the speeds taking effect, which means the stacking might be having an unexpected behavior. Not sure if this one is under my control, but I'll see what I can do
@PixelGiest666, Yeah, the idea was cool. But due to bugs and logistics I felt like the more boring path was going to be better on the long run (apologies)
@Havel L. Krik, I've actually forgotten about adding quality to this weapon. I'll make sure that goes through along with the mag recycle update. Thanks for letting me know
I am terribly sorry for the delay (as this was basically ready to be released for over a week), but I didn't want to release it as I didn't get much time to test it thoroughly. Since I don't seem to get such time to test it properly, I still decided to drop the update as to not keep anyone waiting anylonger.
Please do let me know if there are any other issues
Awesome to hear, I look forward to the update and before I forget: the T.I.T.A.N Power Cell does not have a deconstruct recipe and games gives loud warning when trying to deconstruct.
I never noticed it, thanks for letting me know. I am in the process of updating some of my mods as they are having slight issues as the few updates have come by. I remember this (the light) bug happening sometime ago so I believe I know what you mean.
As for the recycle feature, I believe the ammo box was made before the recycling was in place and totally forgot about updating it, so I'll see that it has that feature as well when I get to update (hopefully, not too long from now).
@Zoro'Juro (and @Kash)
The arm guns would not fix it as they would work exactly the same. Something is happening w/ other mods that deny the damage immunity granted by the suit, fyi I just simply cannot replicate getting hurt by the gun when using the suit. Every time I try it works as intended and protects me from the recoil.
I am considering removing the damage from the cleaner as it seems to be very volatile to other mods, but I haven't had the time to think about a compromise, if any.
Both weapons were deprecated to simplify the mod (It was kind of hard to keep track of what was changing). The cleaner has the effect of the worm ender, and the depth boiler is a suit active ability now.
@Shroom
I believe it is (without the brackets) [spawnitem cursor ITEM], and replace the word ITEM with titansuit, titanmagazine, and titanrifle for the suit, cleaner mag, and cleaner rifle respectively
@Mannerheimus
I would still disagree on the suit being 'weaker'. It is not stronger as it is balanced around vanilla gameplay to not replace any items, but weaker I would strongly ague it is not. I want it to be an option, not a must have. This is so in multiplayer sessions no one feels like if they aren't using the suit they are shooting themselves in the foot.
The previous weaons were deprecated, if you still have them, that's because I didn't want to outright remove them so you can get a refund for them on the deconstructor. The Cleaner is now the feature weapon that comes with the pack (and can be stored in the suit as well). The previous weapons cannot be crafted anymore, only deconstructed.
(1/2)
First off: no worries it is ok to rant every now and then. In the same way I hope you don't take it personally, but I still highly believe you are wrong, and here's the data that is making my mind:
In just a comparison the Exo-suit has better physical resistance than the TITAN by 20% and is cheaper to build. However TITAN has advantages that would really outclass the exo-suit if the physical resistance was to be buffed:
-TITAN is not a class item (without mods), meaning that anyone can build it. And while it is expensive, it can still be be built before the first biome is cleared.
-TITAN, while it has less physical resistance by 20%, it offers way more resistances for other stuff, like 90% to outright deny bleed, the which if it does go through, only 20% will damage you, that's 10% more resistance than the Exo, not to mention other afflictions are highly reduced as well as stuns only last 25% as long
(2/2)
-TITAN with the shield you will resist a nearly 90% of all physical damage. And burn any pests that might try to swarm you.
-TITAN speed is much higher, so anyone who isn't a mechanic with Exo talent will not be as slowed while in the water
That and a few others are justifing the cost of build, along side less resistance while the shield is out (or without energy). If it was buffed it would be too hard to kill a TITAN user, and that's not the goal. I want you to feel powerful, but at the cost of managing a new resource (a theme of all my mods) If you still insist you are right please do! Discourse always helps improve and even bend opinions, right now I am still convinced, but I'm willing to change if more share your opinion.
PD: I apologise if this comes out a bit too lenghty, I just wanted to share the data that is making me think that the TITAN's current stats are properly placed (and, maybe even a bit too high the more I think of it)
something i put a lot of resources into should have equal or slightly higher stats and while the shield is a great idea personally i'd make it more of a support oriented ability which increases damage res of nearby humans and maybe slightly buffs them in some way
in exchange the suit would get the damage resistance that is slightly lower then what'd you achieve with the traditional shield but still higher to justify this change
infact i ran a campaign specifically designed to make use of this suit and i did note its possible to
make the user into a tank but it required so many resources to make it work that at this point using the vanilla exosuit would simply be easier and more cost efficient
this is starting to unfold into a slight rant which i do apologise for but anyway,
second point for nearly quadruple the cost of the abyss suit it only has 5% more resistance
and while the titan has less base damage res than the vanilla exosuit it simply makes it pointless
how do i load the weapons? i can't stash them in the suit anymore...
First up, this is an excellent mod, so much work got put into it!
I have it installed right now and crafted the Titan Suit, but I can't find the recipe for the Worm Ender nor the Depth Boiler in the fabricator.
Did you remove it? Do I have to use other guns, like the Cleaner Assault Rifle?