Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése








caused by the way I had to adjust the position of the blade image to match the arm animation
I can fix it by changing the blade image, it was easier to just change offset, but causes the issue
the 'snap' is from when gun switches to/from the shoulder aiming to firepoint aiming
without aim change, sigma & pirate rho gun aim about 2 blocks below cursor
https://pastebin.com/TigE4NR6
this bug affected Theta beam, Ronin Rho beam and the grav beams :(
fixed
http://prntscr.com/fzuh83 Only thing i can provide is that picture there.
the problem is something with swords
muzzleflash worked fine until i had a sword on the other arm
dangit -.- now i gotta change swords again
--fixed
Same happened to my friend with this mod on the latest update.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1085025376
https://pastebin.com/bpss5qqX
Edit: I figured it out. For some wierd reason, Modular Mechs was not loading. After I copied it out of the workshop folder into the mods folder it started loading.
Your mod patches mechcraftingtable.animation with this line of code:
P.S.: I found a problem - this mod is not compatible with Modular Mech Improvements. After I deleted it, everything started working.