Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
caused by the way I had to adjust the position of the blade image to match the arm animation
I can fix it by changing the blade image, it was easier to just change offset, but causes the issue
the 'snap' is from when gun switches to/from the shoulder aiming to firepoint aiming
without aim change, sigma & pirate rho gun aim about 2 blocks below cursor
https://pastebin.com/TigE4NR6
this bug affected Theta beam, Ronin Rho beam and the grav beams :(
fixed
http://prntscr.com/fzuh83 Only thing i can provide is that picture there.
the problem is something with swords
muzzleflash worked fine until i had a sword on the other arm
dangit -.- now i gotta change swords again
--fixed
Same happened to my friend with this mod on the latest update.
http://steamproxy.net/sharedfiles/filedetails/?id=1085025376
https://pastebin.com/bpss5qqX
Edit: I figured it out. For some wierd reason, Modular Mechs was not loading. After I copied it out of the workshop folder into the mods folder it started loading.
Your mod patches mechcraftingtable.animation with this line of code:
P.S.: I found a problem - this mod is not compatible with Modular Mech Improvements. After I deleted it, everything started working.