安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
											




Ya the new ones wont work for it yet if there are. I had no idea if there are.
I would think it would work.
That said, if something doesnt work as it should by all means let me know. Its always possible they could change it and it will need to be fixed in the mod to check for the right thing. Its just an unlikely change but you never know with them lol.
I'll check if it works once i reached midgame and will try to remember to report back.
This mod only allows you to pack up the item after it has been established on a planet. And none of the projects it triggers are vanilla.
So unless they went out of their way to rename the modifiers then this should still work completely as is.
Afaik the patchnotes stated that you can change which world gets the modifier while the parade is still ongoing, so i suspect this might need a patch.
But I guess I didn't clarify that it does not start the chain up again. Once it's stabilized it is safe to move to and from as much as you want.
Personally, I'd like to add events that happen in between while packing or unpacking but I just wanted to get the mod out. It was an idea I had for a long time and I didn't want to make something super complex or with dozens of course events at the time. I still don't want to but I'd like to add events one day
If not, you can use the console command effect add_modifier = { modifier = scavenger_trophy days = -1 } to place the modifier on a planet.
I would prefer you place it on the planet it came from originally and attempt to move it again to where you wanted to move it too originally to see if the same thing happens or not
The only conflicts I could think of would be if they:
A-Changed the coded name of the modifier for whatever reason. But if they did that then you could not export it anyway because its looking for the vanilla code name.
B-Had their own movable parade situation that just so happend to be called the exact same as mine in which case the modifier should still get applied as long as one of the situations worked as they are supposed too.
Really weird. Are you still able to get the decision to unpack it anyplace?
That is correct for all of them except for the inverse mass, which, as stated above, must be stabilized first.