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Did your mod incorporate those changes? It's important for me that mods I use do not overwrite things, but patch them instead.
I get too much of it at the start of my games now
Reduced the drop from the parsing of mechanoids, because and in vanilla it is noticeably reduced in the latest versions of the game. You cannot collect anything from small mechanoids except steel.
Septipeda - Uranium / gold bonus drop reduced from 15/8 to 8/4. Component drops have been removed.
Lancer and Reaper - bonus drops of uranium, gold, plasteals and components have been removed.
Dragoon - bonus drops of uranium, gold, plasteals have been reduced to 3/3/3, component drops have been removed.
The bonus to the cost of selling animals has been removed (the bonus will be added later in another mod)
Silver - the bonus to the rate of immunity generation, healing factor, rest efficiency has been reduced from 130% to 115%. Entertainment efficiency reduced from 120% to 110%.
Gold - the bonus to the rate of immunity generation, healing factor, rest efficiency has been reduced from 150% to 140%. Entertainment efficiency reduced from 150% to 140%.
Plastal - the bonus to the speed of work and the speed of research has been reduced from 120% to 115%, the bonus to the speed. development of immunity from 115% to 105%.
Uranium - the bonus to time between attacks has been reduced from 85% to 95%., Bonuses to damage from melee weapons have been reduced to standard (150/110%)
Jade - Entertainment efficiency reduced from 130% to 120%.
Thank you in advance!
XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="BenchBase"><defName>Brewery</defName><label>brewery</label>
XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BenchBase"><defName>Brewery</defName><label>brewery</label>
XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilitySensitivity>0.7</fertilitySensitivity><growDays>3</growDays><harvestWork>60</harvestWork><maxMeshCount>9</maxMeshCount>
[DeCore 1.1] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "Brewery"]/constructEffect) failed
file: I:\SteamLibrary\steamapps\workshop\content\294100\951016023\1.1\Patches\Prod1mat.xml
I hope that it will be fixed 'cause i really like the bright-white look of workbenches
-Multi-analyzer: removed the bonus to the research speed, now the cabinets give a standard bonus of + 10%. But the number of active multi-analyzers has been increased from 2 to 3.
- This mod no longer changes the number of resource cells in the deposits and the amount of resources in the reservoir cell. Less relief! But all the unique resource modifiers (for example, the speed of the work of the plastic) remained.
- The mod no longer affects the speed of sculpting figures, sewing speed and forging speed, because these modifiers removed from the game by the developer. But the mod still affects the melting speed. Recycle scrap quickly with good artisans!
-When disassembling a new mechanoid, a little more gold and uranium is given than when disassembling a Lancer.
Not normal player (me)- downloading, going to files some deleting few XML Documents,
deleting some lines from other and replacing some and after some hours of "pain" and finally using.
it seems to be conflicting with something but im not sure,
could i have a heads up on where to place it
of the mods im using that need to be at the top im using
MOD-E
ModSwitch
Core (Base games Core folder)
HugsLib
Hospitality
Miscellaneous 'CORE'
----
then i've got Decore, to which im having issues trying to figure out wheres best place to boot it
Одно дело закрыть дыры в стандартном геймплее и чутка другое дело сделать стандартный геймплей бесполезным, выдав излишние баффы.
Например мод даёт больше стали, больше редких ресурсов. Кровать из серебра по иммуну лучше больничной. То есть даже не нужно изучать что-то, достаточно накопить серебра на кровать и хилка готова.
А в случае с фастрегеном - такая кровать ещё большая имба.
А ведь ещё можно сделать кровать из фастрегена из фазария... Но это уже в другой мод идти надо.
Для начала - спасибо за фикс кустов, хотя я ещё не уверен что они достаточно сбалансированы.
Отличный скрытый кабель, меня всегда бесило видеть в дверных проёмах обычный кабель.
Хотелось бы увидеть возможность сделать испарительный охладитель из камня (конечно с требованием малой части дерева). (Одно дело его один раз построить и чутка другое дело его постоянно заправлять деревом)
Я как понял это в файле Patches/Prod14grass.xml
https://pastebin.com/6dSuDPhv