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报告翻译问题
the autocleanup should get them if its active and they fit the requirements for autocleanup.
you can access it via the admin menu to look at its settigns and if neccessary alter them.
while wc is a bit different nothing in it would stop its weapons from targeting stuff that can be targeted by vanilla weapons as long as the targeting rules (for example: allowed to target large grid, small grid, biologicals . . . ) for that weapon are obeyed.
you can tell a vanilla weapon if it is allowed to go after a specific target type and the same is possible in wc, same goes for modded weapons if they are even allowed to be able to target a specific target type.
the only difference in relation to targeting is that wc based weapons can have a minimum target ranges besides the maximum target range and its possible toi have smart projectiles that guide themself to a selected target.
if i remember it correctly there is a possible boss encounter with a scriptshielded npc that you need to hit in a specific point to deactivate the shield and its scriptet beam weapon and it cannot be targetet by ai controlled weapons or damaged outside that specific spot until the shield is destroyed, though its a while since i did get that one.
My turrets track and shoot any other NPC grid automatically when in range and hostile, but its like the boss is considered "ghosted" or something. I can't even lock on with targeting to it, which is a vanilla mechanic.
I have no idea what is going on and i don't understand how any weapon in the game (out of all the mods i have) can ignore shields without even damaging them and hit the ship...
Any info on what might be going on would be much appreciated because i am out of ideas.
And no, i can't tie 50+ turrets, lasers and whatnot into manual targeting... Id likely be blowing myself up if i try to fire.
it should also be possible for it to check to see if the spawngroup is from a MES mod or not already, as all MES mods uses "InventoryComponentDefinition" and their own [Modular Encounters] Tags, while vannila spawngroups uses "SpawnGroupDefinition" tags, so there is no conlifct issues there.
This means that if the part where it disables the vannila spawning system+vannila cargoship conversion system is removed, it should still function correctly in theory
the vanilla planetary encounter stuff, unknown signal stuff, unidentified signal stuff and economy stuff isnt touched by mes, but its possible for a mes mod to utilise economy functions.
Wait, wait, we're still talking about SPACE encounters.. What about PLANETARY encounters? Do they need any mod for fix too? Also, maybe could I add you as friend so we can move discussion there? I have nothing against, and maybe some people will use knowledge we gathered here, however it would ease talking to a bit more dynamical context :P
I also hope we get fixed this some day by some good soul 😢 so we don't have to use workarounds.
as no change happened to mes that would break mes based mods, atleast to my point of information, they would all work.
for the part with the vanilla cargo ships the following two mods are testet to help with it but they wont have the new behaviours that they got with the cargoship rework and will use older behaviours.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=888457124
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3523656693
as for the attacking part that would need a far heavier swing to break my crust :p
a small not about the meat from creatures that i forgot in the last comment: if you want to play with food active and have high end food you will need meat from the creatures.
the modlist i did run in the last world before the apex survival update, maybee it can give you some inspiration.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2425314026
I wanted to bring back my PvE experience in which I had ASSERT's and few other factions attack me from time to time, with danger increasing as I increased in "wealth" (PCU). That's what I want to recreate and if it won't be possible with MES and it's packs, then I will need to find some other idea for it...
Aaah, in this way it changed :) I'm returning after long pause so I didn't study all the prior changelogs, my bad. Wasn't meant to attack you anyhow, and thanks for clarification :)
Do you have any suggestion for which mod would reduce this issue? Also, do other MES' mods, like ASSERT pack, still work? If you don't know then no problem, I will test things myself too.
keen reworked the cargo ships with the update prior to apex survival and removed the remote control from the cargo ships and put ai blocks on them for how they work so they no longer have a remote control on them for mes to work with.
the block itself is still there, just no longer on the cargoships without using a mod that puts it back on them.
I'm not that much concerned about meat from creatures.
However, as far as I know, Remote Control is still ingame and it doesn't have changed usage anyhow, or am I missing something?
to my point of informations there are atm the following things going on that have accumulated and where you might want to use another mod to atleast alleviate it:
- cargo ship rework broke the cargo ships as mes relies on remote controls to function and they got remove (there are some mods out there to replace the vanilla cargo ships with mes adapted ones)
- no food on mes spawned creatures outgoing from what i read others write (didnt test myself so far as i have started a run without mes after the apex survival update which is the first one since years)
Meridius_IX, the original mod author, retired from modding a while back, but CaptainArthur has taken up the mantel for keeping this mod updated and worked on.
so yes, this mod is being worked on. it may take some time but they'll eventually get it updated..
same for me, first time sicne years without mes in a fresh world and waiting for things to work properly again.
hope it happens soon as i already miss imber, parallax, incon, trade and reavers.
they do spawn if you dont blacklist them but they wont work properly.
what mes doesnt touch is the unknown signals and unidentified signals to my point of understanding and information.
there are some mods that replace the vanilla things with reworked ones that have a remote control readded to them so that they can work with mes as before theyre rework but that is then missing the ai blocks functionalities.
its a known problem and some people work on it since the cargo ship rework to find a solution for it that doesnt require a bund of replacers.
no food on mes spawned creatures in my experience with the test i did after the apex survival update, didnt test much further.
mes disables the vanilla spawn control things as it supercedes them, so that part is normal.
though since the cargo ship rework of the vanilla cargoships it had its struggles with them.
some mes based mods dont spawn things unless you fit into specific requirements, but that is somethign you need to look at on the end of these mods.
Now I'm having the issue of vanilla space cargo ships stopping in space with MES. I'll most likely have to blacklist them for now in the configs.
I'm also unable to blacklist vanilla RandomEncounters in MES.
if you see them standing around, you apparently just need to reboot the game according to someone in the AiE Vanilla npcs comments.
Enjoy! I'm going back to sleep now.