Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом






Thanks for the mod, my colonists love their super-rice and tanglevine barriers!
I’ll add it next time I get a chance.
Even if the issue is less of an issue now, it's very nice to have an option and I appreciate you doing this just cause I asked, really!
Unfortunately, it's not compatible with existing save files if any pawn has a fuelpod or oilpeach equipped. You may be able to use your save file anyway; however, if any world pawns had fuelpods/oilpeaches equipped, you'll get some errors and those pawns will be unable to use weapons (any weapon they equip will disappear). Sorry I couldn't fix that; it just seems to be a consequence of removing the Equippable property from an item. Hope this still works how you wanted it to.
also RIP my idea for tanglevine souffle
Warning, It is not recommended to put tangle-vine or derived products on cake, it represents a severe choking hazard.
I do have a small request though for when you have time, could you add a mod option to disable fuelpods as weapons? I don't really like it when raiders show up, or tribals, tossing fuelpod bombs and due to their low price they end up being used frequently rather than rarely on my end.
let me know if there are any bugs but I tested most of it in 1.0 and 1.1. There shouldn't be any compatibility issues since it's all new content using vanilla resources.
Also -- once I've finally updated my other mods I may be adding more plants...
As a side note: *removing* the mod will likely crash your game if you’ve planted any modded plants and possibly give a one-time error even if you haven’t.
Just for clarification, if I add this mod after starting a game without it, does that mean the research tree and plants that are associated with this mod will appear in-game? I'm not all that knowledgable about save-game compatibility when it comes to mods