![]() (Currently all vanilla expanded series techs are grouped together (based on the name of the mod "Vanilla XXX Expanded - YYY) with this option turned on. Group Techs from the Same Mod: Put techs from mods separately from the vanilla techs.Align Nodes Closer to Prerequites: The heuristic will place nodes closer to their prerequisites instead of children (This affects the layout heuristic which does not guarantee anything, could result in some drastic change).Default is true and is recommended be left that way. DON'T IGNORE HIDDEN PREREQUISITES: Fix the issue of original ResearchPal that completely ignores hidden prerequisites of research project.Drag and drop to add to, remove from research queue and reorder items in the queue.Right-clicking nodes to pin a highlight, click anywhere else or right-click again to unpin.Right-clicking icons brings out info cards of the item or recipe.Mouse-hovering over any techs highlights the prerequisites and children.During searches, unmatched techs are darken and matched unavailable techs are lighten a bit.Search keywords includes name of the mods the tech belongs to.Researches of different mods could be placed together (See below).Highlighting works at any zoom level, and work with unavailable techs.Mouse-wheel scrolling doesn't affect the zoom level of the map.And hopefully the layout looks better in general. Some arrows make U-turns when there's literally nothing blocking their ways, arrows sometimes go through other nodes etc.). Most of the strange behaviors of original ResearchPal layout are eliminated.If you enjoy the mod, you can show your appreciation by rating it! This motivates me to continue developing the mod.This mod completely rewrites the ResearchPal's graph layout algorithm and adds quality-of-life features to the original ResearchPal. 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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