Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's perfectly fine. We're all gamers deep down. Take as long as you need.
I'm a gamer first, modder second :)
So make your run without this mod first, it will take a bit.
Any news on a 1.6 update?
Thanks for letting us know! I'll add that to the compatibility notes.
No mechanoids can operate a drill unless a mod specificly adds that (my mod does not add it) - so there is nothing I could really change about it.
You might want to drop a comment under the Mining Priority mod, they could probably fix that inconvenience.
For anyone using the Mining Priority mod with the default settings, the mere existence of a scrapper will prevent anyone with less than 12 mining from operating the drill unless those settings are changed.
That means that something is erroring out for you. Without a log I can't do anything. Please be so kind and post your playerlog or hugslib log in the pinned bug reports channel.
The mech will use its missiles on its own when undrafted, but NOT when drafted.
This is how it looks with just this mod alone:
https://www.youtube.com/watch?v=MebHyIGbsqs
Please post your modlist / playerlog or hugslib log in the pinned bug reports channel.
There seems to be mods which interfere with its behaivior.
While it can start up in 1.6, it shows errors.
Without looking to much into it, I can already tell that neurill and the additional royalty mech cluster mortars are broken.
Unless you want to test what breaks and what still works, I would not recommend using this in 1.6 yet.
Nevermind, [AV] mechanoid orbittal traders already has a setting for that. (allow hijacked mechdrop incident)
That event is part of [AV] mechanoid orbital traders. I'll add a toggle in the next update :)
I'm unsure if toggling it to work on psychicly deaf mechs would cause any other problems instead. Usually their is a reason for 0 psychic sensitivity (even if that reason is just balance).
As I am working on a bigger update for this mod, I'll not look into this in the near future.
However if you want to switch it yourself you can do so easily!
Find the mod folder for this mod and look at 1.5\Defs\Apparel_Utility.xml
Find the first <onlyTargetPsychicSensitive>true</onlyTargetPsychicSensitive> and change true to false. Should you mess something up that way, you can always unsubscribe and resubscribe to redownload the mod.
The hacking lance works on non-vanilla mechs, when they meet the conditions:
- you have enough charges for their bandwidth
- their bandwidth does not exceed the limit in the mod settings (default 3 | max 5)
- they are not a boss
- have psychic sensitivity
Mechs from Dead Man's Switch have 0 psychic sensitivity, so any of the vanilla lances won't work on them as well. I'm assuming that this is wanted by the creators of Dead Man's Switch.
fabrication bench / machining table / any smithy
needs 'Cultivation pods' research first.
It should work, that pawn gets a new "ability" to tell it how much brain capacity you want to trade:
Screenshot [i.imgur.com].
Also a little warning, the text in the item description is not just flavour (although you can reset it in dev-mode).
No. Check if you allowed your mortar to use them though.
They might be not allowed in this selection:
Screenshot [i.imgur.com]
A bit more info on the buffs:
companoid buffs overview [i.imgur.com]
And because I'm already taking screenshots, here's a little preview of the next features of this mod :)
mechs using mortars [i.imgur.com]
next new mech [i.imgur.com]
It buffs nearby friendly pawns. Similar to the way Ideology DLC's combat command works. Changing the module changes the given buff.
I can't change it without also requiring VRE Androids, so instead I've added a setting to [AV] Framework which allows psychicly deaf pawns to install mechlinks (turned off by default).
This bypasses VRE Androids restriction to their "mechlink allowing gene".
I don't know. That depends a lot on how VRE Androids is deactivating and activating mechlinks, but I would assume that they don't work, as basic mechlinks also need psy-sensitivity.