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Rapporter et oversættelsesproblem
All exoskeletons are practically identical to the original "Robotrauma" mod. The only difference is that the exoskeletons have changed the types of damage reduction they can take.
There is a mod Robotrauma Remake + Baroverhaul - Classic (Patch) but in the "Classic" version, but I haven't tested whether it works in the "Not Classic" version
Edit: I just looked at the medical.xml file and it turns out it's actually a bit outdated and the effects are a bit overdone than the standard game effects. I'll probably address this as soon as possible.
For now, the file with medicine for humans will remain as it is and will probably be changed/updated in the future.
I vaguely recall hearing somewhere that the XML file for these items is old/outdated and just hasn't been updated to the more recent game version, is this something you plan on doing in the future or is it intentional?
Thanks in advance, very happy to see this mod revived as it was one of my favorites back when the original wasn't deprecated
I'll be honest. This is the first time DynamicEuropa has had issues with Robotrauma Remake.
No, I'm just in a good mood today and it somehow made me laugh.
being strange i mean
From what I remember, Arc Exo doesn't kill robots, it stuns them.
When I read that, I thought I was going to choke on the water I was drinking while reading your comment. But it's also a bit strange that it works that way.
i run a heavy modpack. i went through disabling things 1 by 1 until i isolated it
and just to make ABSOLUTELY SURE, i ONLY had robotrauma remake, dynamiceuropa, neurotrauma, neurotrauma transference, and the robotrauma remake neurotrauma transference patch enabled, got the massive rubberbanding issue.
if ALL mods except robotrauma and the rt remake nt transference patch are enabled, no rubberbanding issue
if ALL mode except dynamiceuropa are enabled, no rubberbanding issue
if ALL mods except neurotrauma and the rt remake nt transference patch are enabled, no rubberbanding issue
again, recapping
if only nt, nt cyber, rt remake, the rt remake nt transference patch that you made, and dynamicduropa are enabled, ONLY those, causes the issue
If you're playing as a Robot and have the "Floral Parasite," you'll need to use the welder on yourself or with the help of another person (not in the health HUD, of course). Remember, it takes some time and energy to get rid of it.
I'm so happy for you. If only he would share the information about how you made such a breakthrough
It depends. It is best to check it and then check it in the console under F3
Robotrauma Remake is compatible with Baroverhaul Classic, just not this one yet from what I know
as i said, i am also getting the old afflictions (material loss, loose screws, etc) but that is probably from outdated patches. However, trying to remove ballast infection did not work like at all. even when i had my friend was shooting me with a welding tool, the ballast infection was still going up rapidly or does the effectiveness of the welder grow with time? the only two ways i found to lower it was giving myself the robotrauma radiation damage affliction through the console, since it does not work with hazardous reactors beside damaging you and the other was standing in fire (incendium grenade for example)
Removing "Robotinfection" isn't done through the HUD. It takes a while, so you'll need to be patient. I could even test it today to see if anything broke (but I doubt anything broke).
i did try to use the welding tool, both in the health interface and in world (aiming at my legs), but they did not work. I have a feeling with all the new changes, could it be that the patches are messing the with how it's supposed to work? i am getting the old afflictions currently, even though i saw that they are supposed to be replaced with new ones
There is such information and I will copy it especially for you.
("Robotinfection" works on the principle that you can get infected by ballast flora gas, but to get rid of it, you just need a second person or you yourself to use a welder). So you have to use a welding machine as if you wanted to damage yourself
Yes, after reading your comment, that's indeed the case. I'll be adding an update to this soon. (I had to hurry with all this)
I've currently fixed the "rradiationsickness" issue, which was actually overkill. You can find such changes here Of course, I plan to create a new exoskeleton that will be resistant to "rradiationsickness" by 80-90% and new and different modules related to it for the "Genetic Synth Port"
The suit actually DID work before though but now it actually doesn't anymore. The Frames themselves don't have enough radiation and burn protection to make up for what the suit gives you, so robots are actually at a disadvantage when it comes to handling leaking reactors and active fuel rods due to that.
Maybe there could be a future upgrade for the synth port to give you a lead plating?