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Я глянул по поиску - там ничего не изменилось с прошлого раза, когда я проверял - все те же патчи, что здесь (хз, может удалить их нафиг, все равно устарели давно). Походу большинство Neurotrauma-игроков забили на этот мод/не слышали о нем/не знают как его патчить.
Freakin' Sweet
Yes, the research station item is unchanged now, only the alien blood is being overwritten, that means expect significant compatibility boost and ability to work with mods that alter research station, like Barocraftables.
Still, keep in mind that the blood item is still overriden, so mods like Neurotrauma will still require patches.
And, as always, will be glad to see your feedback regarding how the new mod version works for you, as I can never be sure in anything, lol. Just please, read the Compatibility section in the description before you post anything regarding mod issues.
Love you folks. <3
Because there is no fixed way how mods work, because anything goes.
This mod is not needed by another because it is included, another needs it because it is not included.
And as soon as someone uses a mod that changes the research terminal but maybe doesn't say that this Mod have, it's a problem anyway, and doesn't know that this mod does that because you don't re-read all mods before activating a new one, so you don't know which mods don't like each other, for which you then need patch mods.
But jokes aside, yeah, perhaps that might help - at least those who actually read the mod description.
You might presume this means 45% and 55% accordingly, but it feels like commonness isn't that precise measire of chance percentage in the game logic, so the numbers might vary. I say expect chance around 40%.
Statistics is quite an obscure thing in general.
Пусть друг проверит свою сборку на наличие других модов, взаимодействующих с исследовательским терминалом/инопланетной кровью.
Если ничего явного не находится, используешь бинарный поиск: берёшь половину всех модов, отключаешь и идёшь проверять, работает ли теперь. И так до победного, пока не найдётся тот самый, который руинит весь процесс. Ну а там уже решаете, выключать его или этот мод, смотря что вам важнее.
Сам мод работает, все время с ним гоняю.
The top two don't need the original "Extract It!", the one after that says nothing about it, and the bottom one says you need all the mods listed.
And yes I am asking because some have overlooked it.
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Have your Friend, mods the change the genes or the research lab.
Because otherwise it can also come to strange errors, until it is only the normal as if you had no mod that changes it.
Because all mods need a patch mod that contains these mods or needs this mod and the other one.
Ну хз, могу попробовать глянуть через тебя, но если это не конфликт модов, я чет вообще тогда без идей.
Можешь тыкать если что, я постараюсь быть поблизости.
I looked at the English and Russian version of the submarine in the editor and tested both there too, blood can be converted without problems and without errors.
I used to play with this submarine.
Have now looked in the editor, the research terminal is a normal one, only changed in size what the game already allows.
I have this blood mod and it works.
So there is probably some other mod active that changes the research terminals.
You look at all active mods to see if they do anything with research terminals in the workshop description, and otherwise post here which mods not say, otherwise there is no way to see what it could be. / If there are not too many just name them all.
как вариант вы может с тобой созвониться и я покажу демку как вариант
Хм, ну я лично ни разу не слышал про этот " мини -исследовательский терминал" , как ты его называешь. Если это тоже модовское что-то, то в этом, вероятно, и кроется проблема.
Могу сказать одно: ванильный мод пашет прекрасно, я сам с ним постоянно играю - так что я бы в числе первых заметил, что что-то не так.
Так что по-любому дела с совместимостью; проверь свой список модов - посмотри, какие из них вносят изменения в исследовательскую станцию (или вводят её аналоги - они тоже работать не будут без патчей).
С оригиналом играю сам, в нем проблемы нет.
(ну и надеюсь, ты кладешь туда еще и стабилоцин..?)
Includes the warning in the acknowledgements to the original, so easy to overlook.
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Robotrauma x Extract It! x Neurotrauma
List it at the top and as Important.
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Extract It! (Waifu Genetic)
Does not list anything with of the originals.
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Extract It x Barocraftables+ [Patch]
Listed below with Important and highlighted so that you can see it.
If the mod is not needed here, then what others will not notice is that if you are used to it from other games that you need all the original mods, especially with mods that are still current, unlike mods that are outdated and are not needed for patch mods.
Here others then see, oh I need the mod, ah there is patch with the other mods I use, I load this one and the patch mod, and then wonder what's wrong.
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Maybe an info still in the mod if you use patch mod not to need the original mod, so that if someone reports errors that it is about real.
Ты говоришь, что используешь все три мода? На странице патча совместимости указано, что оригинальный мод не требуется, он вшит в патч.
Тем не менее, как видно, тот патч сам по себе уже давно не обновлялся - пусть я и не припомню никаких кардинальных изменений в затрагиваемых модом ванильных предметах за этот временной промежуток.
Короче говоря, не удивлюсь, если не работает по одной из этих причин. Оригинальный мод пашет, я сам с ним играл в течение прошлой недели.
And I'm only converting submarines so far, I haven't made a mod that changes anything yet.
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But the error is strange, blood is consumed and generates itself again.
Without "Stabilozine" you can't start the conversion either.
There was a bug where you could put a whole pile of blood in where something happened that shouldn't happen, maybe the bug is different now. / Back as other.
So just turn off neurotrauma and the patch mod, if it still happens then some other mod still affects it.
It's not my mod, I don't know how you should look at the mod if the mod is not the cause, because all the patch mods are also made by other people.
And it would have to be some other mod, since no one has reported such an error so far.
So do you have any other mod that changes anything in the game, otherwise they have not indicated that anything has been changed in the research terminal.
Didn't know there's variant version of Barocraftables; though not totally surprised it works better than simple override one.
Alright then, gotta mention that here in the description once I back home; people using both mods may want to know this.
By reading its decription I see it claims to be adding item variants (aka new items with similar properties) of work stations instead of editing valilla ones; so I believe the gene extraction should be working on the vanilla (non-craftable) tables.
Also, due to the variants mechanics they MAY actually work as well, depending on if the Barocraftables author been changing certain item values that I did in my mod. That requires additional testing.
You may try placing my mod above and below Barocraftables in the load list and see if anything changes (like craftable tables starting to work as well). If you discover anything new, feel free to share, as it honestly got me curious. :D
Likely something about the other mods you're using. Really don't know how exactly mod orders work in that game; I simply don't use mods that inflict the same thing, or use compatibility patches in other case (people making ones usually write the actual load order though).
Try placing that one above everything that may change alien blood or research station, IDK.
Somewhat of an attitude by the looks of things, eitherway.
Thanks for the info i suppose?
Now here, it could be that one of the last mods you added is causing some mods to suddenly stop working.
Modular Backpack , doesn't get updates anymore because it's probably finished.
This mod here when the game itself makes an update because something didn't work.
Loading row sequence is only useful if you know which other mod has problems with it, and if you don't have several mods that have problems with it, you can simply put them at the top or bottom depending on how the game takes it, probably the ones at the top overwrite the ones below, usually it is like that, but I've seen games where it was the other way around.
So all the ones at the top that always went, and the new ones that probably cause the problems further down.