![]() Q: Is this mod compatible with other mods?Ī: Yes, it’s a framework, and it is compatible with every other mod. Q: Which position in the mod loader should this mod take?Ī: This mod should be loaded BEFORE other mods, as close to Core as possible. Running those mods without this framework will not allow you to play them. This mod contains all the code used with the other mods that are marked as requiring this framework. Q: Is this mod necessary to run other Vanilla Expanded mods?Ī: Yes. If you notice any significant performance impact, this feature can be disabled in mod options! This means that texture quality will significantly improve. Yes! By default, this mod disabled Atlas caching from 1.3 onwards. You can now have infinite amount of factions in your game! Yes! This mod removes the 12 faction cap introduced in 1.3. Now, if you decide to add a faction to an existing playthrough, upon loading up the save you will have an option to spawn it's settlements and define how many of them you would like to spawn, as well as how far away from the player. Yes! We have negotiated a deal with Orion and included his Faction Discovery mod within Vanilla Expanded Framework. If you see a mod with a following banner in the description: Examples of shared functionality include custom base generation code with an amazing building export tool, customisable sieges, faction-based pack animal textures, faction based apparel colouring system, Orion’s Faction Discovery revamped and improved, Item processor code, shields, and many, many others. If you enjoy the mod, you can show your appreciation by rating it! This motivates me to continue developing the mod.Vanilla Expanded Framework incorporates a multitude of functionalities for different mods in order for us to boost performance by not duplicating code across several mods. We also continue to use the art created by Kasmex and Genome-X. Please refer to that page for the original developer team and their contribution (Especially the C# wizard who made it all possible in the first place Nolabritt). This mod is a continuation of RimNauts 1. Workshop infographic template: Bing Bop Jeebo Should I use RimNauts 1 together with RimNauts 2? Use SRTS or Vehicles Framework (Magnetic field roof currently doesn't work with SRTS). Mostly for role-play, but it is also a lot better on performance since there are no animals or plants on these biomes (This might change in the future). I can't find the buildings/items, where are they? To destroy the NEOs you need to go into developer mode -> enable god mode -> click on each selectable NEO and click the destroy button that shows in the bottom left. Yes, but you need to abandon any map that you have generated on a NEO (Space Station, Moon, mineral-rich asteroids, etc.) and destroy each NEO that is selectable. Can this mod be safely removed from a save? Save our Ship 2 to add their space environment on the biomes. This mod also provides settings where you can change the amount of NEO objects you want to spawn. This mod utilizes its own updating loop and multithreading to optimize the NEO calculations and rendering. The only impact this mod has on performance is on the world map. Adding custom mineral-rich asteroids (XML) The number of artificial satellites orbiting the planet will increase the chance of spotting these mineral-rich asteroids.Ī good way to transfer the large amount of resources you will get from the asteroids is with a delivery cannon. Send up a colonist to harvest the asteroids. Mineral-rich asteroids will randomly show up in the asteroid belt for a limited time. To launch artificial satellites you need to craft modules in the fabrication bench and load it into the cargo pod. ![]() The moons are playable biomes that needs to be discovered and the artifical satellites needs to be launched into orbit. Everything is visible and animated as an orbit on the world map. This mod adds Near-Earth Objects like moons, asteroids, space debris, and artificial-satellites.
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