Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
It used to be but since 1.1 who knows
What I expect to happen is everything that has the same Def name to work fine so the vanilla Parts and any parts MSE adds.
Any part MSE does not add will probably work but Module slots will not be usable with it and such.
Please do let me know what you find out.
I just took a quick look at it but there should be no duplicate items and there is added compatibility.
However, there are some duplicate recipes of which the EPOE are more expensive. It seems like this mod has just overwritten the recipe product of the EPOE ones.
There is a Bionics workbench (from EPOE) and a Bionics machining table (from MSE) that contain a lot of duplicate recipes.
For example:
"Assemble bionic arm" in the Bionics workbench costs 1 prosthetic arm, 60 plasteel and 5 components.
"Make bionic arm" in the Bionics machining table costs 20 plasteel and 4 adv. components.
There are also 2 "basic prosthetics" researches.
It would be great if there exists a better compatibility patch.
I prefer EPOE over this mod but the main reason why I would like to add MSE to my mod list is the feature that if you install prosthetics the pawn can keep its child parts. Meaning if you replace the shoulder, you dont also loose the arm and the hand. This adds more complexity, which I like.