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I answered the question and indicated where anyone can find the answer to it, so that they don't have to ask me every time they want to take something from this mod. What "super condescending" are we talking about?
Nope, I don't mind. I have an MIT license attached to some of my mods on GitHub, including this one. I attached it specifically as an answer to such questions.
Mods will conflict, use only one version. Each version has its own disadvantages and advantages. UltExpII is a direct continuation of what this mod was supposed to be. But since this mod has dependencies, I decided to upload its update as a separate mod.
For example, in UltExpII, all bionics are made in a more “manual” way, which is why it cannot be disabled in the settings.
In this version it is made using a generator.
Or mechanoids. In continuation, there are 1 less of them, but they have a vanilla-like design.
Also, all duplicate buildings, such as beds, have been removed. In this version, one bed has 6 versions, in different colors.
And so in everything, the list of differences is huge.
Yeah, I don't mind.
Yep, just an extra layer with the same name.
It's very simple: pants and underwear have different layers.
The latest VE pipes do not have support (hemogen and neutroamine), the picture was made about a year ago, before the release of vampires and androids.
Possibly incompatible with some mod.
If the biotech compatibility patch is enabled, then from dead mechanoids. Otherwise, only traders, quests and crafting.
Literally nothing. It's just a tag that I use for my mods.
My search function finds workbenches without problems, make sure you write the name correctly. I see no reason to remind about vanilla mechanics.
The search function doesn't find them, maybe worth mentioning this in the mod description if this is working as intended?
But other bug was found. When researching a technology, the effect of this technology appeared only after researching any other. But this bug has nothing to do with my mod.
Not confirmed. No such bug has been found.
I have EPOE, Evolved Organs Redux, and VFE that might be possible conflicts. Mod order is managed by RimPy.
It is not difficult to make a pipe system for ultranites. VEF provides all the resources needed for this. This is pointless, since ultranites are only used in crafting. The piping system will be added when it becomes relevant.
The vanilla game only uses weight for caravans and dropods, weight does not affect damage or other stats.
Just like vanilla. Quests and trade.
Use "Hold fire" button.
An ability requires either a gene or a role. The role is called "Golem Specialist".
No, this bug is not related to my mod.
Also, is it possible that your Mod is causing this error?
Config error in BrainWiring: requires techprints but has no heldByFactionCategoryTags.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I searched every Mod in my Steam Workshop folder, and I couldn't find anything that removed or replaced the technology except in your XML Extension Patches, like in the "RESEARCHPROJECTPATCHER,XML" file.
Ability. Scenario "Child of the stars" is the easiest way to see the mechanics.
No idea how CE compatible the mod is. CE support was in version 1.3, in 1.4 I decided to abandon it because I do not play with CE and it is difficult for me to keep track of the relevance of support. The mod still has some CE tags and checks, but I can't guarantee that the mod will run with CE.
30-50 seconds? Are you sure? It's such a short time that calling it "impact the games launch time a lot" is a big word. To me, a message in the style of "I have a large modlist, I don't know what's wrong, but your mod is to blame" does not explain the problem.
In my mods, all elements that affect the launch can be disabled, do not be lazy to read the description and look into the settings.
Not confirmed. This mod has no such effect.