DayZ
Admirals Cybernetic Mod
Viser 1–10 av 20 bidrag
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Oppdatering: 25. okt. @ 11.40

Added timestamps to various logs
Fixed Cores not swapping correctly

Oppdatering: 4. okt. @ 12.08

Fixed issue of cyborgs returning foot bleeding
Fixed cyborg error for core transfer
Fixed Log spam on low energy

Oppdatering: 1. okt. @ 10.30

Added NULL SteamID protection to Cybernetic JSON
Added scrap repair cost to using cyber bench
Added separate class for cyber scrap to stop overlap with scrapper mod
Added recipe for converting scrap between cybernetic and scrapper scrap + screwdriver

Changed removed cyber bench slots now uses player inventory does not account for item in hands
Changed cyber bench GUI overhaul
Changed moved some cybernetic checks to itembase
Changed cyber bench now requires scrap to repair cybernetics
Changed combat mode and scout vision buttons now have dedicated keybinds
Changed scout NVG now works with NVG mod

Fixed Cybernetics could be overwritten in cyber bench
Fixed Cybernetic magslot not taking mags
Fixed Cybernetics giving cuts when wearing ruined clothing

Oppdatering: 30. aug. @ 11.49

Changed Cyber slots for offhand mod

Oppdatering: 26. juli @ 13.12

fixed some external mod dependancys
Fixed floating textures on benches

Oppdatering: 9. juni @ 11.38

Removed incorrect action that required mutant mod

Oppdatering: 3. juni @ 13.40

Oppdatering: 11. mai @ 11.53

Fixed Cybernetics not drawing power on use

Oppdatering: 20. apr. @ 12.14

Fixed cyber scout arms not being able to unlock/lock doors
Fixed cyber bench closing out early/not powering

Oppdatering: 31. mars @ 11.58