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
As well as the Weapons to over-heat.
Thanks!
Also, are there plans to add the Federation EXO helmet and gauntlet skins to CyberTek
Will also third the ideas to change the superjump to prevent accidents XD Either way, great mod. Always good work =D
CyberTek Mining Drill already exists and requires zero fuel. The existing
Fed Exo skins will be added when Wildcard release an update to the Ark DevKit (which hasn’t been updated since January). I cannot implement them until we have the files from Wildcard.
That sounds very Good :)
But.. 1 Suggest.. can you Add "Tek Turrets" to your Mod, to Modify that damage?
The problem with modded Tek tier items is that the people who make them have no ♥♥♥♥♥♥♥ concept of game balancing, and almost always have ♥♥♥♥♥♥♥♥ like "doesn't need Element, doesn't lose durability"
The best way to fix this problem is for a mod dev to include a config.ini that the server admin can adjust on their own. Enable / disable Element cost, durability, prevent certain items from being crafted and used, etc.
I don't think it comes down to mod devs not knowing how balance the game AT ALL... I think it comes down to time, it's easy for an inexperienced person who has never used the Ark Dev Kit to crap on mods and their developers. People need to understand, devs create mods in their spare time for FREE!... and if that Mod doesn't work or fit your needs SIMPLE, find another one or better yet go create one yourself!
If you bothered to look - all of this is already possible except for toggling element cost (which has already been said - will not be added to CyberTek).
Best check out the settings page.. https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2296615083/3114772813486894724/
The problem with mod users is entitlement... this post illustrates it.
You are complaining that vanilla tech tier cant compare to low tier upgraded at an upgrade bench... well, that's not vanilla either. You can't upgrade without mods, so balancing is done for vanilla, and not for how modders alter the game. This mod allows you the freedom to adjust to your liking, so you are yelling at clouds here.
Besides. I've been upgrading tech weapons at the Upgrade station for over a year and then they compete just fine.
At the end of the day... if you don't like something don't use it.
Cue the music...
"It's okay to not like things... It's okay BUT DON'T BE A ♥♥♥♥ ABOUT IT!"
"It's okay to not like things... but don't be a ♥♥♥♥ about the things you don't like"
PerPlatformMaxStructuresMultiplier=
The other oine is new and I dont recal its name, but its like perplatformradiusmultiplier or something. The skiff has a spot near its wings, however that if you build there, it will cause it to go wonky regardless of settings.
Let's say I've got a good quality item from a titan or from an OSD. Now I would like to have a cybertek equivalent of said Item.
Even if this conversion is not precise: for example journeyman to journeyman, not the exact armor value.
Thanks!