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I added the mods in the exact same order ... the only other mod that seems to change voxels is Smooth Voxels I think
There are 4 configs: SmallShipMaxSpeed, SmallShipMaxAngularSpeed, LargeShipMaxSpeed, LargeShipMaxAngularSpeed, all in the ExtendedSurvival.Technology.Settings.cfg file.
- sometimes resources I found, change to another resource or disappear. I'm not sure, if this is because of the combination of another mod, but I did'nt find anything in my mod list, that changes resources ... loading a save can revert that ... depending in which state I found the resource.
- how do I get rid of obesity? haha
- in cryo, it would make sense, if the need for food, etc. get's slower.
Remind you: I play offline with mods copied from original Steam folder to roaming.
About animals: the settting, as much as understood, is to spawn no closer than 7500 from large grids. Changed that to 2500, so, couple of times came wolves since, but no an other animals noticed... Constantly jetpack after drop pods, underway looking for any movements -- nothing... But also, possible because of the offline playing, all mods copied to Roaming, and run from PC, not the network... Had same issue with Smart Rotor Solar mod, when added link to workshop -- runs fine, but when copied all files to Roaming -- not.
And TY for metabolism speed change! I did set it to 10, so now at least water seeping became not THAT frequent, and some reasonable :)
<SAVE LOCATION>\Storage\2840924715.sbm_ExtendedSurvival-Stats\ExtendedSurvival.Stats.Settings.cfg
The fields has intuitive names, but you can ask as you like, just one importat settings is:
MetabolismSpeedMultiplier
This setting modify metabolism speed, the higher the value the longer the cycle and consequently the slower the metabolism. (max value is 10, default is 4)
This one can be set by admin command too:
\settings MetabolismSpeedMultiplier 6
\settings RespawnSpacePodEnabled true
Need restart, when enabled it add a space pod with all stuff needed and configure asteroids to had all start planets and moons ores.
About animals well noted... We'll see :)
One more thing: while driving around on starter pod, it's easier to make some cereal meals and not give a fart about hydration... Well, you die, so what? With new clone collect stuff from body, noob's tools into grinder.. No jerking of small water vials, and some materials from grinder... Profit :)
The animals only spawn at least 7km from large grids, it's a hunt system that my mod add.
Mods I did arrange as per order in Steam workshop description about necessary additional mods, atm I'm on board of the vessel, maritime engineer, don't use discord here, because of traffic daily limit.
ARRRRRRRRGH!!! Large grid Basic Refinery NOT REFINING COBALT...
But then I cheated -- used admin tools, Alt+F10, Entity list, and found crashed ship, which I would never find in such noob state 20 km away...
So, basically, what I want to say: if the survival kit is not processing stone to give you start kick -- starting vehicle MUST be equipped properly, with necessary modules, not like mine. I did add them already myself, now thinking about large grid vehicle with normal assemblers and refineries, not basic ones... Also definitely grinders, laboratories etc...
Tried to start just in suit in space -- impossible. Then tried on the planet. Although have Technology mod enabled, drop pod keeps spawning without any refinery or production modules, only as per list of functional blocks from Wikiful. So, I gathered materials from delivery drops for large grid basic assembler and basic refinery -- and then got stuck...
I restarted on another world and the problem with the fridges is not happening there. Maybe it was a mod conflict? I play with quite a lot of QoL mods... I kept just the essential* ones during my new save, and now things are running smoothly. Still a big challenge :-)
(*essentials = nothing that modifies blocks, ores, or recipies. Just things like BuildInfo, Sneaky Sounds, Advanced Welding, Improvised Experimentation and the Sleep Mod.)
I will take a look in the fridges if i found something wrong.
You can enable ore traces in stone using the command:
/settings OreTracesInStoneEnabled true
need restart to work.
But I'm having trouble with the fridges, both the small grid and the large grid Basic one. I put food items (meat) in them, made sure it is turned on and has power, but the food still converts to Organics pretty fast, where the wiki says it should not spoil at all. Not sure what I'm doing wrong... And saplings spoil just as fast and I can't even put them in the fridge?
Also, a bit of feedback:
I feel that the limitation that you get no ores from stone at all is a bit too restrictive. Is there a setting in the configs to re-enable it? That way I could at least get some basic resources to repair my rover...
btw: The wiki is a nice idea and would definitely help, but sadly it's a bit lacking in actual content :-)
The mod modifies many of the game's mechanics and can be a little confusing at first, and I confess that it lacks a little documentation hahaha
I'm going to answer your questions:
1 - There is no way to move the HUD, but I would like to know which other mod is overlaying the new indicators that my mod adds, so I can understand if there is a way to do an integration.
2 - The mod adds an equipment system, where to survive the cold of space you need to equip armor, and place a temperature control module in it that consumes a thermal fluid to maintain its temperature. These items are added to the starting pod, and can be crafted as well.
3 - Some negative effects end up being inherited when you die, and possibly your character died of hypothermia because he was exposed to a space suit without a temperature regulator, and if you respawn in an unsealed environment you will maintain hypothermia until you respawn in a sealed environment.
Was it intended to be this way, and why is it like this? If the character died, THE NEXT one should ideally be healthy.
First of all, the HUD is located in the top left corner, where text from the game and other mods is displayed, making everything completely unreadable. I couldn't find a way to move the HUD to the bottom right corner (which is always empty, for example). how can I move the HUD?
Secondly, I went into space and literally started dying after a couple of minutes for no apparent reason. Moreover, when I returned, I continued dying and couldn't do anything to stop it, as if I were poisoned. This seems very strange because the character is in a spacesuit designed specifically to protect them, with a life support system that uses energy to function. This looks very strange and this is no longer about 'hunger and thirst'.
I see some people want to get traces of basic ores from stones, that my mod removes, you can add a suggestion to add config to do this in the Discord.