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SCVs no longer reduce global work speed to prevent them from automatically removing exosuits during work.
This fix resolves a bug that was previously reported in the comments. While the original comment is no longer visible (I'm not sure if it was accidentally removed), this comment is to confirm that the issue has been resolved. Thank you for your feedback.
The next update will be when the exo framework is updated to version 1.6.
Config error in SCV_Core: description has trailing whitespace
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
d3d11: failed to create 2D texture id=26783 width=14 height=14 mips=5 dxgifmt=28 [D3D error was 80070057]
(Filename: Line: 587)
d3d11: failed to create 2D texture shader resource view id=26783 [D3D error was 80070057]
"Could not resolve cross-reference: No RimWorld.StatDef named MechRepairSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()"
can check it the log :
https://gist.github.com/HugsLibRecordKeeper/6b2ad9bf27c57071445d38913f168887
This is a balance-focused update. Specific details and notes can be found in the update log.
With CE, I tend to prioritize remaining faithful to the original design. The drill's high rate of fire with low damage per hit results in dispersed damage output, making its actual killing efficiency lower than anticipated. Regarding the thrusters: their actual speed remains lower than the standard movement speed of DMS exo units, while SCV units with thrusters appear faster due to ignoring movement penalties, . As for the railgun - this is a large-caliber electromagnetic weapon from the space age. I consider its current CE-balanced values controlled, though its damage would be even higher if calculated using CE team's formula.
While these elements might seem imbalanced when combined, CE prioritizes realism over strict balance. High-caliber weapons naturally dominate smaller arms. I plan further rebalancing adjustments soon, such as reducing the drill's armor penetration capability.
Also, this is overpowered, especially compared to other exo mods. The drill is as much dps as a wraith blade (combat extended). The railgun does more damage than a doomsday rocket launcher. The exo thrusters double the movement speed at no downside to the exo. Your mod, your rules, and I'm fine going into RIMQol to nerf them to all heck, but I just wanted to point out this fact to any would-be downloaders
PREFIX SmashPhil.VehicleFramework: Boolean Vehicles.Rendering:TrueCenterVehicle(Thing t, Vector3& __result)
- POSTFIX Mlie.SomeThingsFloat: Void SomeThingsFloat.GenThing_TrueCenter:Postfix(Thing t, Vector3& __result)
如果你搜索SCV,只能找到模组加载内容,以及一个CE环境下不会调用的本体的class
https://gist.github.com/HugsLibRecordKeeper/ebc93867a6564cdb00aca02ac69c42a1
Combat Extended
Vehicle Framework
Vanilla Expanded Framework
Exosuit Framework
SCV Ready
getting “SomeThingsFloat.SomeThingsFloat” error popping up
Combat Extended + Some Things Float + Vehicle Framework + SCV Ready
yes it need 4 mod trigger this bug
unplayable bug