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GameImpl.Update () (at <e30f46bac18045e79148e37e5138f30f>:0)
Launcher.Update () (at <e30f46bac18045e79148e37e5138f30f>:0)
Mods: BaseStory, Common, Sandbox, 2797178952 (SIS Extended: Standalone Edition)
It's sad for me too and I honestly plan to update it once game is realeased
SIS_Extended_Effects_Framework_Processor.ApplyAnyEffectsBlockEntryPoint (Character Character, SIS_Extended_Effects_Framework_SettingsEffectBlock EffectBlock, Character Target, Character CausedBy) (at <33f8ea38bc1641778fec2a8fb1267229>:0)
SIS_Extended_Effects_Framework_Processor.ApplyAnyEffectWithRadiusCheckEntryPoint (Character Character, SIS_Extended_Effects_Framework_SettingsEffectBlock EffectBlock, Character Target, Character CausedBy, System.Boolean AoEAroundTarget) (at <33f8ea38bc1641778fec2a8fb1267229>:0)
DMD<>?-148254976.Equipment.OnUsedFromInfoScreen_Patch2 (Equipment this, PlayerRecord playerRecord, Character character, TileObject carrier) (at <4daef9a4366d4ea3a93eab2cc1969bcf>:0)
Session.ProcessInputAction (PlayerRecord playerRecord, InputAction action) (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:1969)
Session.ProcessInputFrame (PartyMember partyMember, InputFrame inputFrame) (at C:/Survivalist2/Assets/Scripts/Game/Session.cs:1600)
GameImpl.FixedUpdate () (at C:/Survivalist2/Assets/Scripts/Game/GameImpl.cs:1745)
GameImpl.Update () (at C:/Survivalist2/Assets/Scripts/Game/GameImpl.cs:1297)
Launcher.Update () (at C:/Survivalist2/Assets/Scripts/Game/Launcher.cs:163)
...just one issue: I cannot use the potions and other medical stuffs. its just switch to 3rd pers. wiev and nothing happens
I was also the one that asked if you could make a mod out of it.
Alas no, there is no single file for all recipes - I wanted to it but it's way too time-consuming. At the same time I did my best to add new crafting stations to make sure that not a single crafting station is overloaded with recipes and it would be easy to browse them
Bob will add more clear indicator to this in one of next builds
got it! Thanks for your hard working!
1. Started a new vanilla game with no mods
2. Created a small enclosed fence+gates base that belongs to my faction
3. Went inside and made sure not to change gate rules (says to allow friendlies in but keep closed during sieges)
4. Spawned some unarmed psychos outside.
Alas they were able to open the gates and kill me inside my community walls so I suppose this is the vanilla behaviour. I've reported it to Bob so he can check and either confirm that it's correct or fix it
Thx for reporing. Please check teh disucssion for my answers
even we are in war NPC still can free open the doors
I do not know if this is the mod"s bug or not
please check it
It pretty good but still have some bugs
You can try Zedmulate for a lot of crafting stuff. Also you can disable/tweak most of mechanics introduced by SISE:
- combat changes
- effects like buffs and debuffs (might make chemistry useless)
- night-time vision reduction
- extra sleep bonuses
- disappearing loot on death
The only real problem would be to make Zeds wear proper clothing again but that's actually it.
When designing the mod I've had all kinds of players in mind and this is the reason why I've made it very flexible and configurable.
- BUGFIX: using last potion from external container (not player inventory) was causing a crash
- BUGFIX: rejuvenation potion could not be used
- fixed a crash when drinking warming draught and root cause of the crash as well