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Sorry for the ultra-late reply, but the answer is now never. I have since discontinued AOTC and abandoned the v3 update. If I do continue this version of the mod, it will stay as just Gen1.
not to be that guy but when can we expect the finished product? i really liked this mod
That may change, actually. I've been reconsidering how many generations I will make, exactly. There'll most likely be more than v2.8 since I want to smooth out the progression, but it might not be as extreme as 6+1.
That should not be happening in AOTC v3.0, as the Neural Enchanter was changed from a replacement part to an implant. Are you sure you're not running on the main (v2.8) branch of AOTC?
Still, certainly looking forward to making the super shiny!
Eventually, my material got to the point where i thought it was to much, and i nerfed mine.
OverPowered Gaming. (OP-G For short)
But i might need to come back and learn a few things and buff a few things and add a few other things :D
Also, need to re-update my that made AOTC's stuff Stuffable, that which was not.
Next few days will work on AOTC compat mod between OP-G and AOTC (and it's addons)
AOTC was a great mod back when i used it, when i made my patch, then for reasons i don't remember, i removed it from my modlist, but kept my sub to keep in the loop, just a wee bit.
Looking forward to see what ya gonna do with this v3 of your mod, Explodoboy.
Also, hello again :D
No. TPOC is made to work with the main AOTC branch, v2.8. The v3.0 branch is a total remake of AOTC, and as such shares literally no codebase with TPOC.
It's also one of the best mods for only having like 3 pawns and still having the ability to flatten the enemy.
Keep the hard work.
Yes, everything added by AOTC will be in the AOTC tab. Also, Starsteel is currently an all-purpose material. It can be used as a metal, stone, fabric, and leather in crafting.
The current version is now Indev 1.1.0
A lot of changes were made. Here are the highlights:
* Added functionality to mod settings
* Added several types of generational grenade
* Added turrets based off of generational weapons
* Adjusted stats and costs of some weapons
* Fixed bionics
Want specific details? Check the changelog.
https://docs.google.com/document/d/1F9NS3MoDpYL7yFf27DRIIpOJN2NLNQIsk3EEoy5ztHM/edit?usp=sharing
No. Bleeding out prevention can be done with implants, and I won't be adding extra abilities to the armor itself.
I'll look into that eventually. A bit busy with college, so my amount of time I can work on mods will be limited.
@膜蛤膜蛤
No. AOTC v3 does not have any integration with the original AOTC. It is STRONGLY advised that you don't run both versions at once, they're not meant to be used together.
Should be a guide somewhere, but from what I understand you just have to wait until a colonist gets hungry to go for a meal, and pause time when they reach the nutrient dispenser and take a meal from it.
Afterwards, draft and undraft the pawn. As long as you keep all meals accessible to the pawn forbidded, you can take as many means out of the dispenser as you want.
I'm probably going to be completely changing how meals work in AOTC v3, but I don't yet know how.
explain how I'm supposed to stockpile nutrient paste meals to make starsteel food bars. splain to me.
1. Starsteel no longer providing a bonus to research speed wasn't intended, but I'm not sure if I want to re-add that or not.
2. Oh, yeah. I didn't realize that starsteel's crafting recipe would screw up 'crafting until X' recipes. I'll try and come up with a way to fix that, although I don't want to remove the container ingredient right now.
3. Probably, but that may require C# code. It'd be easier for me to group all of the recreation stations together in a context menu, like how I did with the bionics forges. I'll definitely look at cutting down on the clutter there.
!. I do not like that I can't make starsteel until X. This is because of the returned empty vial. Perhaps instad of making starsteel, you make 'proto-steel' and then you expose proto-steel to cosmic power at the other bench to convert it into proper steel, and bypass the need for energy vials. Other uses for the vials are fine.
2. The recreational lerning terminals are rather 'cluttery'. Would it be possible to have a single bench with a widget that can be switched to which skill you want that bench to be training?
Overall, I am very keen to see the next tiers for this new version - Tier one is nicely placed as overall better, but not overshadowing existing easier to obtain tech, which captures Starsteel's position from the previous version well.
Big kudos for including SoS compatibility out of the box. Was a lot of fun in combination with the dev build of that mod.
Denied. I have less than $4 in my account, due to my status as a broke college student living in my mother's basement.
1. super mechanitor ending
you've created a colony of billions of self-replicating mechanoids with thousands of self-replicating ships that obey you, now they're flying across the galaxy and conquering it planet by planet
2. god ending
you gained such power that you became almost a god, unencumbered by the difficulties of ordinary mortals, you can just walk around the planets and help people or just observe the events around you
3. a new planet
you are tired of sharing the planet with a bunch of ants who keep trying to attack you in vain, so you decided to build/terraform a new planet that will be shielded and you will let only those who are worthy on it, and if they gets in the way, they will be immediately guarded by robots banish back to some rimworld
4. new reality
you have moved to a higher plane of existence
you can travel so fast you almost teleport, you're no longer stuck on one edge world, you can go wherever you like
6. nanobot ending
with genetic modification using nanites and bionics, you became only nanobots, now as the collective consciousness of billions of billions of self-replicating nanobots, you have become a perfect being, you can spread to all corners of the universe and absorb all the knowledge of the world - after all, knowledge was always what you want
7. supervillian ending
many consider sangurophages to be powerful, however they seem weak to you, that's why you make the perfect genes - except for one weakness your bloodlust, while you picked up all other weaknesses and improved and gained more powers your bloodlust kept growing, now you will walk the worlds hiding in the shadows and sucking the blood of tens of thousands every day
I am sure you make good ending but here is some ideas for some inspiration.