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It's in the works
And if the ancient gods of the magic funny code runes allow, it will come with better customization options \o/
(mainly separate colors for inner/outer flame and the 'ambient' glow, so it can properly replicate the Ideology DLC darkfire default appearance for example)
As far as I know, and from the bit of testing done, it should not cause any issue (as the mod just adds new buildings, instead of replacing comps on the existing ones, and don't mess with any of the systems prone to cause save breaking).
But just in case, when messing with mods mid save, do backup your save before doing that, since there is always the risk of some unknown interaction between mods happening!
Added more mods support, check the patch notes for details.
It's on my internal 'to-do' list, alongside like a dozen or so mods to check for added compatibility
Just adding the colored versions is not difficult in itself, but its a very boring, repetitive and laborious process, and full of simple but easy to miss steps, so I try pooling those and doing them in one go when I get time and mind for that sort of work... XD
But I may manage to get a pass on at least the simpler mods from the list, on the coming week or two, if all goes as planned \o/
Thanks!
I haven't tested for any interaction with Vanilla Temperature Expanded (since I haven't tested that mod itself yet), but the 'colored fire buildings' are separated versions of the base game ones, the mod here doesn't actually change anything with the normal buildings at all.
Anyway I'll add VTE to the 'to-do list of checking for added support', but without any kind of error log, I'd guess that any problem happening to the build menus is coming from something else... o_O
(what I do plan is adding some mod settings to hide the normal versions on the build menus, to reduce clutter, but that's still just on the 'ideas' phase... XD)
That's quite the list, but a good one! XD
I'll add those mods to the 'to-do' list for compatibility here, and see which ones I can get something working for
And about the announced new 'VFE Medieval + Vikings' mod, I did add support for 'VFE Vikings' (it's still working for v1.4) and 'VFE Medieval' was on the 'to-do' list, before v1.5/Anomally got announced, now I'll just wait for when they eventually release the merged mod and check what sort of support makes sense adding then.
Helixien Gas Brazier
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2770815124
Vanilla Factions Expanded - Classical for it's beacon if you even can do that
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787850474
Vanilla Factions Expanded - Tribals for the large fire if that is also even possible
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3079786283
And now the big main one, Medieval Overhaul
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3219596926
Old but vary useful for a medieval game, Medieval Lighting and Heat (there is a 1.5 update in the works)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2137870226
The Profaned which is like Dark Ages : Crypts and Tombs, creepy and nice for the undead
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3202008037
P1
Hum, that was not something I had planned for this mod, I'd have check if that's something that could be added as a toggleable mod setting without imploding existing saves...
But adding 'electric torches/braziers' is a good idea in itself, especially for more endgame/high-tech colonies, might make it as a separate mod, one that adds electric versions for the 'normal' torches and braziers (and then add compatibility for those in this one if both are loaded).
For the Gerrymon's Nautian Style I already added support for their normal torch and brazier style, but the Dark Ages : Crypts and Tombs is a great suggestion!
(Also, might be adding a way to use the nice darklight torch styles that some mods add too, after 1.5 properly lands)
Gerrymon's Nautian Style - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3147664706
Randy Random works in mysterious, and very random, ways indeed... XD
But glad it got back to working then! \o/
Strange, I haven't run into that ever happening during development, and tried to replicate it here but nothing broke, are you using any other mod that changes how refueling behaves?
Thanks, much appreciated!
Thanks! I was kinda of surprised too by not finding something like that on the workshop already when I got the idea
About the colored "free" fires, I guess it might be possible, but it's on a 'backlog' priority cause it's not just making a visual change, and unlike with buildings, I probably can't just duplicated the base game 'fire object' to have colored one, and have the game treat it like a normal fire automatically.
Fells like one of those situations that will require some code wizardry to pull (without making the game run like a slideshow XD)
Not that I'm asking you to, nor do I have any clue if it's possible - I just think it would be cool.
That being said, I'm surprised we don't have something else like this for thematic playthroughs, so thank you for making it!