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Some renames and changes might change or delete some stuff you have (such as a few weapons), but it'll all be recoverable. You just might have to do some more replanting or research.
A new playthrough is recommended regardless, so you can interact with the upcoming faction.
That said, my personal method for fixing issues like that in the future: remove half your modlist (the lower half), and see if the issue persists. If it does not fix it, remove the next bottom half. Continue until you find the section that has the "bad" mod, then you can repeat the process until you locate the bad mod.
As a side note: I'd highly advise you practice lowering your mod lists in general, as mod lists that big often end up problematic... and Imo smaller lists that focus on a theme or playstyle (i.e. a tribal run, hi-tech run, magic run, etc.) are much more fun, less overwhelming, and allow you to get a little more involved with the included mods mods.
If incompatibilities do pop up, and this mod simply cannot be played alongside another mod without errors, it will be posted here. But that has not happened yet.
CE is excluded from this since it doesn't have a CE patch, making it so it's not compatible (but that sound be a given).
However if someone else comes along with a CE patch I'd be happy to look into implementing it.
The sidebar message appearing when a message was closed to expiring was something that was supposed to happen, but either got missed... or it's code that DOES exist, but isn't implemented. I'll check on it, as that was one of the first things that was supposed to exist.
And finally, when something says "+HP/hitpoints/durability", that means the item hitpoints, which is what most items, furniture, apparel, etc. has. "Lifespan" is exclusively used for how long a weapon will survive. If something impacts just the HP, but not the lifespan, then it only affects the durability. Same holds true for the opposite.
Also, is there a way to add a sidebar message (not a letter, but like the Tattered apparel/Need warm clothes type message) for when a pawn's weapon is going to run out of life soon? Can help planning planting "seasons" as well as Sap usage, etc. In the same vein, a notification when a weapon pod has been harvested similar to the trees' gift popup? I find that I don't track the growth times as well as I probably should, and then end up with several weapons in storage that have been sitting unused for like half their lifespan :/
Last question: Does the +hp "regrowth" mean just the durability of the item, or the lifespan as well? I'm assuming just the durability?
Furniture, structures, armor, tools, and weapons are all intended to be grown, so... there's not much else bark platings can be used for. "What can these offer?" is something I really need to keep in mind for these items.
I'll be sure to concept on them a bit more.
However, if armor doesn't get added into the mod in the next update (which I am really hoping for), that might change until armor can be added.
https://gist.github.com/HugsLibRecordKeeper/c681183c49c53eba8f2d2809717785da
Admittedly, the terravat's usage is pretty limited, and adding more to it is a major focus of next update. but as the description states above, the mod should be taken as the *start* of something big.
I fully intend to make much, MUCH better use of the terravats, the terrasaps (including the one you mentioned), and a couple new terrasaps in the next update.
If you REALLY don't want to use VE, but you do want to use EcoTech, you can simply avoid making hypersap weapons (which you actively have to make), but I would advise against it. Additionally, more VE features will be used in the next update so this won't remain an option.
The issue with glowsap bays is something I can look into for the next update too. Them being spaced out like that is an unintended result of a spacing balance decision, but very wasteful in bays. A solution will definitely be implemented.
I will have both of these features addressed about on the Ko-Fi monthly update since you aren't the first to inquire about either, with I'll put out on the 20th.
Other suggestion/inquiry: Glowsap bays, the larger ones are 1x4 but so far all of the plants I've encountered require free space on either side, meaning you get only get two plants in a 1x4 space and if you build them next to each other, you can end up with only one plan in 4 tiles. Are there plans, or instances of seeds that don't require the extra spaces or alternatively an optional 1x3 or 3x3 variants of the bays? (this would allow for slighly more planting space in a given room)
Additionally they will not be using nutrient solution in the future as I don't have any interest in utilizing any other mod as a way to substitute mechanics.
If Glowsap becomes problematic to get ahold of, it'll be addressed within the mod in the next big update that's being worked on. But so far that hasn't been an issue. In fact, in what I've heard from others, it's been the total opposite.
Reckon there's a way to blacklist ecotech plants from being Crop Bursted?
i cant produce that 1 seed.
A future plan is to look into tribes and maps so they can fully utilize and spawn EcoTech structures, plants, etc. And also make it so EcoTech weapons spawn in certain tribes, instead of in all of them. Not sure when that'll happen, but it's on the to-do list.
would be nice to see this expand into biotech territory and gives us an option for tribal mechanoids (solo tribal biomechanitor would be fun)
Regardless, I don't think there's a way to avoid mood penalties besides making a new growth zone. You might be able to set the zone on fire and let the fire destroy the old trees, but obviously that has some risks.
If they won't appear in a proper field, there's probably some other mod causing the issue.
What am I missing ?