Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan








edit; it's the shortened spawn code that gives me the modded ones, the long code still works for vanilla thankfully, but i'm still interested in knowing if they convert when the mod is removed, or just vanish.
GFI uses some strange not fully understood logic under the hood that is hidden from us modders (as well as you players). It does some idiotic guessing at what class to load and so it often mucks things up when mods are involved. Hence the spawn issue.
But you can adjust the search text usually.
For instance, you could try 'EmptyCryopod', or perhaps even "EmptyCryo", and it should work. The word "empy" is not in the RMD Item's class name (which is what GFI searches for).
As to removal of the mod- if you do all items from this mod, including the pods, will be lost.
Any dinos not yet revived from death (at the station's UI), will not be lost.
settings discussion