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Obviously this would require extensive work. Glass Roofs and Ceiling Lamps cause failure to launch.
SHIP SINKING SIMULATOR 2 NOT WORKING MOD
Recently fixed in a CE Update.Ĭonflicts with Salvaging, Disable ship parts in Mod Settings (besides shuttles). Older versions conflicted with ship Torpedo launchers - "no torpedoes found" is the bug. If you read this and it solved your issue, definitely refer the bottom of this page, because you RTFM, which makes you an upstanding citizen and a true hero.
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If not, save again, reboot the entire game from the desktop, and continue. Now load your game, and make sure your ground colony is working. Delete Biomes! Islands (the other biomes core and sub-mods are fine). DO NOT ASK FOR SUPPORT WHILE USING THESE MODS!Ĭauses pathfinding glitch where pawns will remain "Standing" on food or other tasks and refuse to navigate.
SHIP SINKING SIMULATOR 2 NOT WORKING MODS
Incompatible mods These mods alter base game functionality and directly conflict with SoS 2 features. Pathfinding to avoid sparkweed zones interferes with pathfinding to avoid vacuum. Supposedly this has been fixed in an update, along with the phantom performance loss. Will cause all buttons to be off by one gizmo (launch will be select all in group.) Turn off Optimize DrawInspectGizmoGrid in the mod settings to fix this. Mods with unknown compatibility Add mods here that might have compatibility issues but are not sure of the severity. If you encounter any errors while using RT and SoS2 that isn't fixed by setting the thread time to 60 seconds contact Sernior in RT discord or Radian Helix Media discord. Except for that RT 2.3.9 and above is compatible with SoS2. It is strongly suggested to set thread abort time to 60000ms (60 seconds) before going to space. You can set those time constraints on the RT configuration. Some methods in SoS2 require so much computational time that threads will abort due to anti-deadlock time constraints. Usually has no problem after extensive testing, but unique storytellers may force unexpected events SOS can't control or account for. Will cause raiders without EVA gear to arrive on the space map, dying and breaking balance and immersion. General incompatibility General issues with SoS 2 that require workarounds or patches.Īny mod that changes Vanilla ship parts or ship part behavior will not work with SoS 2! Remove them.Īny storyteller forcing Raids at Player Home Please add your own findings to the Wikia. The machine gods only smile on the worthy. The eye in the storm of modding never blinks. Developer keen to support modding through easy-to edit text and csv files.This site lists know issues with other mods.Built-in easy to use multi-monitor support.Slow-motion and freeze-frame to let you enjoy the laser-death.Complete control of how your ships look, position every fin and widget!.Online challenge system lets your friends battle against your designs.The only 'hands-off' space battle simulator.We have also made changes to orders, so that the formation order now survives the loss of any number of ships within a formation. This also means fighters now have limited fuel and need to refuel at their parent carrier. In addition, we have changed the system so that carriers are required to transport all fighters to the battlefield.
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The increase in ship-classes is one example of this. NOT ANY MORE! GSB2 has a complete fully featured visual ship-editor built in, allowing you to design ships however you like, AND share them online.We have been listening to the hardcore GSB community and asking them what they want from a new game. In other words, although you might customize the internal layout of modules within a cruiser, an imperial centurion cruiser always looked the same. In the original game, ships visuals were fixed.
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