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Alpha Animals adds skyforged steel, redwood and various leather and wool types as well as chitin. Alpha biomes adds more animals so it might add something too.
Dinosauria adds some leathers.
Atlas' materials adds materials(what a surprise!).
Glitter Tech adds materials.
Kura's Extra Gems mod adds various gem types.
[K] Extra stone types adds A LOT of stone types.
I don't remember if RimOverhaul adds materials too but it adds an incredible amount of stuff so there is a probability, it would be nice if you could check.
Thanks!
I forgot about Rimsenal: Federation's foerum BTW so here's the link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=736172213&searchtext=rimsenal
Any from Rimsenals is adding any materials? Because discription mainly say faction.
And please tell me what materials are added by these mods because I got lost in these mods (it's easier for you because you use these mods and I don't use them)
Patch for Kura's Extra Gems is not needed because this gems have mass of 0.5 kg (except this moment while i not noticed something)
And the gems from Kura's Extra Gems have got the same stats of jade, except for diamond.
I don't know if the mass of it is different from the mass of jade, though.
-Patch for Dinosauria is not needed because i found what add factor for "Leatherbase" (new dinosaurs leathers have my factor witchout patching because they all is based on "Leatherbase" and this base have mass of 0.03 kg so while i add factor to it, all mods who are based on it and is not writing new mass is automatic, wool have this same)
-Patch RimOverhaul is ready.
-I will repeat again, patch for Kura's Extra Gems is not needed because new materials have mass of 0.5kg (yes diamond too, I remember I checked recently)
1 - I wrote in the description, for what is based my mass factor (Textiles base mass is 0.026 - mass of cloth. Metal/wood/stone base mass is 0.5 - mass of steel. Because they is do not mix)
2 - This red errors are not game breaking, they are only scary (but of course, it's good thing to repair this)
3 - Currently you can choose what mass factor is more importand, with the mods load order (while i put my mod higher from "Combat Extended: Fast Track", game the game calculated mass for things based of my mod, while i put "Combat Extended: Fast Track" above my mod, it was the opposite)
4 - There is a high probability that I will be able to do it on next Saturday (which doesn't mean I can fix it, if any)
5 - I don't know what the mass factor from "Combat Extended: Fast" is based (maybe this is balance maybe this is something other)
6 - Unfortunately, I may not be able to fix it because, I am not experienced as developers of "Combat Extended: Fast"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2325478123
Sure, I will take care of this!
Looks like the new "wool" types (scales, pebbles, etc.) from this mod can be used both as fabric and metal simultaneously, so I'll have to figure out what factor to give (or don't give) them, as previous materials couldn't be used as fabric and metal simultaneously, so I could use for them different base weights.
(Taking care of this after so long feels weird.)
Done!
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