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Raportează o problemă de traducere
https://sp.zhabite.com/workshop/filedetails/discussion/2473560875/596274358322761216/
"Merryfield May 12 @ 2:39pm
Hey I figured out how to make the ships work as mechanical, rather than as biological.
If you go to where your computer stores this mod, "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\751394361\common\graphical_culture" for me, then open up the text doc.
For each ship set (unsc_01, cov_01, sangheili_01), create a new line between "fallback = ..." and "has_city_graphics" (Sangheili doesn't have the "city_graphics" line, but I ignored it so dunno if it works). Then copy & paste the following:
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
Finally save the doc, and hopefully should work. Also kinda user beware, editing game files could mess stuff up, so be careful. Still, if stuff does go wrong, then I think "verify file integrity" ought to fix whatever has happened."
Just that Steam users are getting increasingly annoying and sometimes a direct aggressive response helps them figure it out faster than the elongated, drawn out response, such as yours. Half the users on Steam who ask for "Updates" don't ever bother reading anything longer than three sentences. And those that do, tend to have more than two braincells.
No offense to you, but the name calling was not needed. Civility is met with civility.
And this mod is amazing i don't ask him to get updated now, or in one moth, or in one year, it was just a question to anybody who would know, all love for the author of this amazing mod :)
@Macus It's part of some awesome new code added in 4.0! It lets modders make shipsets and portrait mods without also added a fallback city set. I believe there is also a "has_ship_set" line that does the same but with shipsets.
The SotP Mod Team runs this mod for three very different games. Their team for Stellaris is literally one guy. So you try to make a game altering mod, and update it every DLC drop.
You should apply to work on their Stellaris team. Discord is linked.
If you go to where your computer stores this mod, "C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\751394361\common\graphical_culture" for me, then open up the text doc.
For each ship set (unsc_01, cov_01, sangheili_01), create a new line between "fallback = ..." and "has_city_graphics" (Sangheili doesn't have the "city_graphics" line, but I ignored it so dunno if it works). Then copy & paste the following:
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
Finally save the doc, and hopefully should work. Also kinda user beware, editing game files could mess stuff up, so be careful. Still, if stuff does go wrong, then I think "verify file integrity" ought to fix whatever has happened.
you can fix that by adding the following to the graphical_culture.txt right below unsc_01 = { and above fallback = humanoid_01
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
ship_selection_weight = {
base = 0
modifier = {
set = 10
graphical_culture = from
}
}
has_city_graphics = no
ship_color = no
It does work with the current version of the game
No.
Such as maybe add an option to remove the compat notification from the launcher (Kinda like a checkbox to click to Enable/Disable).
@Strife
and that mark should only appear as you've said if the version update is 3.15 and not 3.14 anymore..seems i had to further explain myself, i would have edited my last comment but this shitty steam wont allow it and i cba to rewrite it i hoped ppl would get what i meant...bah
PDX regularly updates their games. So even if a mod team kept it up to date to whatever happens to be the new version, it'll only come back after the next minor update.
It's pointless. The only time a mod should really update is when a PDX game goes from 1.x to another 1.x. For example 1.14 to 1.15.
You say it's simple to fix it. But it really isn't. And you'll never understand how coding works from the basis of your comment.