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-new icon for the standard era refinery to better differentiate it from the survival kit
-Duramax Medium and Duramax Light armors buffed to 7x vanilla heavy and light armors respectively.
-Advanced Era Refinery speed now 2x normal and material efficiency is 1.3
this will retroactively effect all existing blocks
I accidentally copied it twice when adding them.
-All variants of Round Armor Panel and Round Armor Corner Panels should now appear in the same variant group.
Round Armors were there but left out of the variant groups due to an oversight.
The new corner panel and L shape panel are new variants that are not yet avaialbe in the vanilla game. Essentially I got annoyed with them not existing and made my own variants which means more blocks for you folks.
-Issue that caused DuraMax Light Armors to become clones of Medium Armors has been corrected after bug report.
This was never intended to happen and I had to recreate the light armor variant entirely and try to match the values as best I remembered. If folks see major bugs or issues or think you see a major bug or issue, by all means please let me know. I try to catch stuff before it goes out but I'm a one man team and don't always catch everything. Bug reports are highly appreciated and the worst I can tell you is that it's not a bug, or I'm working on a fix already. If there are issues I will do my best to fix them.
-SmallArmor2x1SlopedPanelDuraMax and the LargeArmor2x1SlopedPanelDuraMax block are now in the correct block variant groups.
Fair warning this particular fix resulted in a subtype ID change to the small block variant. I fat fingered it and forgot to capitalize the M in DuraMax which resulted in a Subtype ID change. unfortunately this means small variants of that block will need to be replaced potentially.
Armor's damage resistance values were not scaling properly or applying at all in some instances. Some blocks may feel stronger than previous due to proper scaling values being applied.
-DuraMax Variants of the new rounded panels have been introduced.
Assuming you're applying this to an already active world, asteroids that were generated before the change may still contain duron ore. The ones generated after the change won't. As for putting Duron on planets I've been looking into doing this, I just haven't made a final decision just yet as to how I planned to distribute it onto the planets. I will be doing the same with my full era mod's custom ores. If you have a request far as distribution, now is the time to submit it.
Should be fine, or is the stuff on the planet go missing when we put it away from the astroids?
If you would be to disable it, you can go into the local files for the mod on your machine into the voxel materials file and set the SpawnsInAsteroids to false, or delete the voxelmaterials file.
Far as adding additional shapes I would need to see the shapes in question and what they have going for them. If you're wanting super specific shapes from specific mods I would likely need to work with that particular modder to do so, assuming that modder is cool with it. Otherwise I can try replicate generic shapes that are similar but couldn't promise anything specific.
P.S would you consider doing the model shapes for the additional armor shapes from mods such as 'AQD Armor Expansion'?
-2x1 Slope Base Inv Construction model pathing issue corrected
DuraMaxArmorSlope2Tip would be the screen name
seams to me as if the groups are a bit mixed up but that could also be form a different sollowing of blocks inside a group, so a edge that is first reached before a half block is reached instead of vise versa for example.
For the grouping of the blocks, it should be exactly as it appears in the vanilla groupings. To know which blocks went to which groups, I used the vanilla heavy armor groupings as the template. In one of my test worlds I put one of each heavy armor block down on the ground according to its groupings in one of my test worlds. I placed a DuraMax block next to it to know what went where, then changed the SBC file accordingly once I marked what went where. Groupings should match what was on screen for vanilla heavy armor groupings as of this patch.
first thx for getting so fix to work
second i would like to point out that the tip of the long slope is still ungrouped or atleast not selectable inside the groups
and also a request:
would it be possible to group the blocks the same way as the vanilla blocks are grouped?
if you view the block groups in the g menu it shows that there are block in the groups that cant be reached while scroling throug hthe blcok group in the toolbar.
for example the group shows the 3 different rounded armors (so round amor edge, round armor ramp, round armore inverted edge) but in the toolbar you cant scroll to the round armor ramp only to round armor edge and round armor inverted edge.
a small bugreport:
the blockgrouping is a big bumpy, it says i nthe g-menu that there ar eblocks inside that you cant scroll to outside the g-menu (for example the roudn armor block) also scrolling through is works only in one direction
also it would be very nice if we could get the blocks sorted closer to the vanilla sorting inside the blockgroups.