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I started with skill trees in a skill overhaul, and basically ended up with 4 skill trees on the Medic and Mechanic based on Alien Artifact scavenging and Scrap Scavenging, mostly based on removed skills before the talent tree overhaul.
I decided it would be better if I just put both of these on their own Job class, and since the current theme was Scavenging, I expanded upon it.
The way the damage bonus works is it increases the damage on any "Alien Projectile" fired by the player.
Any weapon that contains the alien power cell, makeshift alien power cell, or hybrid power cell, which all create the same "Alien Projectile", will receive the bonus.
This also means that any other modded weapon that takes these (the Alien power cell) ammo containers, or any modded ammo container that fires the same projectile, will trigger the Scavenger's alien pistol damage bonus.
The monitors you get from this job require the previous ones to craft, it does make them redundant in that it does the function of the 3 of them (The Item Finder, Electrical monitor and Status monitor, but not the reactor PDA), but since you need the other 3 as components to craft it, it makes it hard to get, and balanced it out.
Think Terraria, you have a clock that tells you the time and a depth meter that tells you how deep you are, it takes 2 item slots to carry them, but then you get the compass that tells you how far from the center of the map you are, but now that you have all 3, you can combine them into the GPS, a single item that tells you all 3 pieces of information.
I actually just unlock the ones that already existed from when the Mechanic used to get them. It seems like in a recent update the game code has been updated to remove them as an unlockable recipe.
When I get time, I'll fix this.
Does it work on your end?
They're just recipes in the crafting machine like any other job unlocks. I don't know why they wouldn't show up.
Health and wellness to you, so that you do not cease to please us in the future with new mods.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996386211
I'm going to have to revert that change.
*eventtext.scavengerspecialhirearia.c1
eventtext.scavengerspecialhirearia.c1*
Hello again.
What can I put in the pockets of the Scavenger Uniform?
Of the new classes I have Diver, Renegade, Scavenger and Botanist.
But you're right, I definitely should change to the same method as the Renegade mod, even if that means it requires LUA.
Hi. Can you make that class available for hire, too? As a Renegade.
It's possible whoever made the submarine you're playing with didn't take extra Jobs into account, and specifically locked the door access to the base 6 classes.
It could be this one, but I'm not certain. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2964360641
It also doesn't look like it's been updated in a while, I have made some minor changes here.
The Hybrid one can also be used in other devices too, and is a better battery than the normal portable battery, or fulgorium battery.
The Hybrid Power Cell can be used either as a standard portable battery, with more capacity than a Fulgorium battery, but also be used where you'd use an Alien Power Cell.