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No point of changing the patch until that part is done
Good idea. A simple set of upgrades using ceramics, simple alloy changes, and nanomaterials could completely shield and allow highly efficient absorption and usage of fuel rods if you wanted to have your char eat them as food/energy. They would technically last for many months or years, even at low conversion efficiencies, so they can be somewhat overpowered, but that is realistic considering the energy quantities, after all.
Then I doubt its gonna go well performance wise
The load order I'm using to replicate this is :
Patch
HazEnh Reactors
Enhanced
Hazardous
Neurotrauma
Moving the patch underneath Hazardously Enhanced seems to nullify this, but now I cannot tell if the patch does anything at all.
The workshop name of the mod needs to match whatever is in the filelist.xml as name=
The Steam page says "Hazardous Reactors damage patch for neurotrauma" but in the filelist.xml you got name="Hazardous Reactors + advanced medecinneurotrauma patch".
Match the two (and remove the "altname" tag while you're at it) and the mod can be loaded without problems on dedicated servers.
the Lighthouse Server Mod Manager recognizes the original patch (this patch here from foxtritt) and also updates it but as soon as you start the server the mod is not shown in the lobby and therefore gets not activated in the game. So actually you are not able to play with neurotrauma or the EK reactors.
I have therefore created an unofficial patch called (Hazardouse reactors unofficial damage patch), which is recognized by the Lighthouse servers and also loaded.
If you want to use this unofficial patch, use it instead of the original patch and load it directly from hazardous reactors.
Due to an unexplained bug, I have to re-upload this unofficial patch to Steam every time.
The unofficial patch contains the identical files of the official patch and is only uploaded under a different Steam ID here in the workshop. However, this circumstance is sufficient for it to be loaded correctly by the lighthouse servers.
Neither Foxtrot (original author) nor I can explain this so far.
For you, unfortunately, this also means that you have to manually search for the "Hazardous Reactors unofficial damage patch" in the workshop after each update of the original patch and subscribe to it again.
So please remember, this mod is not a mod you can subscripe to and just update it ingame. You have to re-subcsribe after every update.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3052934503
its basicaly a reupload of the same mod to fix another weird error preventing server to load it
Foxtrot, are you totally sure the version you have is the same as the 'live' one?
Either make the mod actually check whether the EK mod is installed before trying to load things that don't exist or remove this feature entirely.
Perhaps put the EK compat into a separate mod entirely?
I don't use that EK mod so all it does currently is prevent me from using this mod.
Please thanks
tried loading it by itself after deleting my mod folder for baro
and it will not enable at all
even just enabled neuro/hazrads+patch for both of them doesn't work
Beside the error should just appear once on start and be ingored afterwards, unless its not the case
So technicaly neither is required because it only modify my main mod