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Error while determining if VGE_Hunter (twice, and one with VGE_Astropede) should have Need MechEnergy: System.NullReferenceException: Object reference not set to an Instance of an object.
Is this a known error with this mod or could it be mod compat thing?
As for the issue with field extenders being doubled, I've tried to trigger this on my side a few days ago (we already had a report or a few about it), but I wasn't able to. To me, this sounds like some mod conflict. And the mod causing it doesn't necessarily have to be related to gravships - to me this sounds like something with linkables in general that causes them to be counted twice after a gravship launch. Perhaps some performance mod is causing this? At least it feels like it may be some performance mod to me.
1. Open Tweaks Galore settings
2. Go to the "Vanilla" category (in the top-right)
3. Open the "Research Projects" tab
4. Either press "Restore Section Defaults", or manually go to each vanilla research that VGE modifies and change its research cost
Sadly, Tweaks Galore saves the default cost of each research once and then sets its cost to that value, even if the default cost has changed.
i wanna shoot down gravdrones and ♥♥♥♥
See if the issue occurs with absolutely no other mods other than this one and the requirements, and then make a bug report using our google forms with the hugslib log attached! :)
That's not enough information for me to even consider troubleshooting sorry.
Look at this from my perspective. All I know is that you have some issue, but you're running many mods. That's all I know. For all I know you could be running outdated mods or mods that cause the issue directly.
so do beware of furniture/lights layering near doors or literally upon doors
bug upon launching a gravship, wasn't getting it some days ago and i'll try to figure out the reason if it's of any help to others.
For now at least!
Base of 500, 4 amplifiers at +200 each plus 10 extenders at 100 each gives a pre-bonus limit of 2300.
Ten small thrusters at +1% each, six large thrusters at +5% each and four giant thrusters at +10% each gives a 1.8 multiplier.
2300 * 1.8 = 4140
I'm not sure I understand. Yes it can shoot into your ship if you're not careful - it fires over walls and roofs... otherwise it'd be quite useless.
How about taking those Archean Seeds and putting them into little containers to be oxygen producers on the ship, like how we use oxyalge for it, but these are like buildable vanometric powercell like oxygen generators
But besides that, amazing mod. Unique way to make Gravships even more fun.
If you get decent gravship pilot and co-pilot, with high intellectual skills, you will very quickly get the gravdata needed to get standard gravtech, which will in turn unlock the gravtech research bench.
i already have a big advanced colony and i wanted to start playing w gravships instead. since you can only start with a really small one i have to fly around to nonsense destinations back and forth with 2 colonists while leaving the rest behind in the main base, like literally 30 times (takes ages) to get the research needed to build a bigger ship.
i think this really kills the momentum since my colony has been ready to go for a long time but is held back by this requirement. maybe i'm doing something wrong but it doesn't feel very good
People wrote to me about this bug, but no matter how many tests I ran, I couldn't catch it. Moreover, GravTech does not perform any deep manipulations with the rules of functioning of the gravship, however, seems to cause an error. Don't know what to do about it.
I'm also trying to figure out this problem, and I have a question for you: what other mods for gravship changes do you use?