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(RocketMan expires its own cache automatically after a few game restarts, which I think is why restarting the game to fiddle with load order seemed to partly fix it for me.)
>The mod seems to disable deepchem tanks whether or not the option is ticked
Just checked it—works as expected. You need to restart the game to apply the changes in the settings.
>how is this hard incompatible with VCE - Unofficial Expansion? isn't this mod just an XML edit or do some of the edits cause it to be incompatible?
Sorry for the delayed response, but you’re absolutely correct—Unofficial Expansion changes the shape of VCE’s XML on their end, so whatever I’m patching here is no longer reachable.
We could make it compatible, but I don’t play with UE and won’t be the driving force behind the support. That said, if somebody opens a pull request on GitHub, I’ll be more than willing to review and push it to the finish line—just need a base that starts untangling the UE changes.
>also this mods tossing a red error message when loading with Vanilla Chemfuel Expanded - Unofficial Expansion so sadly I'm unable to use this at all
Unfortunately, this will stay as a hard incompatibility, but thanks for letting me know—I pushed an update to let the game know that one shouldn’t be running these mods at the same time.
>then do you know of a mod that DOES add infinite Deepchem deposits?
Not that I know of.
>any chance you could add infinite deposits or infinitely regenerating deposits like rimefeller has please?
I don’t think that’s needed, because a big enough number is essentially infinite for a particular playthrough: the maximum amount of deepchem per cell that this mod allows you to set is 65000—with the 2:1 conversion ratio (which is the alternative preset, VCE’s default is 1:3), that’s 650000–1300000 chemfuel from just one deposit. If 65k isn’t enough, you can change the conversion ratio to get even more.
>The only thing I want to change at this point is the weight that Chemfuel has so that transporting it becomes a challenge as well.
I’ve just pushed and update that allows you to set the weight of both deepchem and chemfuel—go crazy.
>I have also found that tripling the fuel consumption and fuel tank size of flying vehicles through the vehicle framework settings to create a very interesting opportunity cost.
I’m yet to start a playthrough with Vehicle Framework, was actually wondering if I’d have to figure it out, so thanks, good to know!
@Gatoradeburn
>I can also tentatively say that it is working on an older 1.4 save though I have only played with it for an hour or so.
Do you play on 1.5 and load a 1.4 save, or you downgraded your game to 1.4 to load a 1.4 save? You can check the game’s version when you’re in the main menu, it’s in the top left corner. The reason I’m asking—this mod was built using the 1.5 version of the game, so if you’re on 1.5, you’re already good to go, even though you’re loading a 1.4 save.
@Gatoradeburn
>I can also tentatively say that it is working on an older 1.4 save though I have only played with it for an hour or so.
This mod updates VCE on startup, so any kind of prolong testing is unnecessary to check if it works—it either does immediately, or doesn’t. If you’re on 1.4 (the game version, not the save), just load a save and check that all numbers are correct in relation to the settings; if they are, everything was updated correctly and you can keep playing.
You don’t get any startup errors, right? Did you change “About.xml” to add 1.4 to a list of supported versions? I don’t have immediate plans to update the mod, so you can tinker with its files to your heart’s desire, nothing will be overwritten.
If you’re using the alternative preset and opened this mod’s in-game settings at least once, the game saved the old (and VCE’s default) value of 5s, so please recheck and click the “Alternative” button again.