#Synthetik + (Not maintained.)
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Ah okay
Try the cursed weaponry and tinkerers special when you can
They are pretty fun to use now that they work
Cool
The FA-MR Red is red quality
And the perk on it?
Oh, you're on the wrong version somehow
Hm
That explains why it resets
Im going to unsubscribe and resubscribe than
I have to restart to get the mods working because on initial startup it disables all my mods
Otherwise nothing works, although I am on experimental branch
Hm, strange
Well,every new version breaks something
So its expected to work badly
going to switch to current stable branch
Dont bother
Or if you really want,okay then
Alright the next update will be either somewhere in the middle of the week,or on the weekend
Will try to update on Monday/Wednesday
ah,okay, it isnt supposed to be that though
but,whatever,if it works it works
a little formatting error, maybe missing a space at Currency Given?
That's vanilla, don't look at spelling errors in the orange box, can't edit it myself,XD
How's with the restart problem?
Is it gone?
seems to be completely fixed
Cool,it still can happen in vanilla though
But not frequently
This restart error was driving me completely crazy,until gem looked and found the problem
He's like,super experienced modder guy 
Is ^ really meant to increase currency given and not gain?
AFAIK the currency in question doesn't matter and whether currency gain affects a source depends on whether the source has a checkbox ticked or not.
Currency given sounds like it modifies how much the killer of the entity(here the one who kills the player) gets from killing it(which is baked into individual entities and iirc not used by the base game).
Cant fix anything right now
the depot got Fkd up
Can do anything on like sunday/saturday
false alert, i think i restored it
Alright,next update will be difficulty modifiers, focus perks that you can gain from chests
Also, headhunters modifier
This has no stats, I don't know what it does necessarily but it seems to be enhancing weapon Variant Perks
This is on the MAM-15
Hold CTRL to see if it truly has no stats.
That's an artifact of onion having been a beginner at some point. Probably that's how the class has so much health.
Got it
Ah, i completely forgot to hide it,lololol
Gonna hide it next update
yeah, i just need to hide the action itself
It's the class stats
Was one of the first classes i've ever made in this mod
Not a bad class
This and the chrono one seem to be the only fusion based classes in the game
Check out the military sabotager, he may not seem like it, but he has a fusion class upgrade
also, i wouldn't call enforcer a fusion themed...more like a bit of everything guy lol
Bit of fusion there, radiaton here...
Oh, I only see the fusion class evolutions, and i guess other ones that affect every weapon type
But I haven't beaten the game yet with the class
But radiation is a really neat damage
The class upgrades can be quite....repeating
Yeah,im going to expand class upgrades for all classes some time soon
+-4 more to each
But first i have to finish the other things
For one of the difficulty modifiers there will be....headhunters!
Here is one of the headhunters. He has bloodbolt and a laser assault rifle is very well armored.
Also, i will add calibers to modded ammunition.
The second one has a laser sight and is quite accurate....has weapon variants
The third one will have a high caliber assault rifle and has no armor, but will have passive health regeneration and will rush the player.
the SAT variants (vanilla ones)
He can actually stun you if he rolls a certain variant
Which sometimes, is a death sentence
That will be interesting to play around
I think my favorite weapon is the PAR-27
Due to how radiation stacks
My favorite one is also PAR-27 it has such a good sound
i think its one of my most best done weapons
Experiment 02 is the strongest class in the game due to how dodge stacking works and how cheap it is
Hmmmmm
Every other additional class is relatively stronger than the base classes, but Experiment 02 is just insane
Time for a nerf then

I try to balance classes out, and i do think that Experiment...is quite too OP
Its a 1 currency item that gives you 2% dodge increase and crit chance
Ah,well, can just increase the price then
The currency costs need to be bumped up slightly across the board imo, but that one especially
making it a 10 cost or something would make it more difficult to dodge stack
and once you hit 100 dodge, essentially nothing can hit you
Yup, i kind of made everything super low in the shop since (when the shop was an action and not an entity) you just couldnt close it without buying
So now that the issue is fixed, will bump everything up
mhm
That's good to hear, was a real pain to kind of balance the spawn rates
I haven't run into any issues regarding enemies that have been like "Oh fuck im dead this is broken"
Its more like I make a mistake and die
I don't think I have run into Ripper
Or the Ultra Enforcer>
OH
The cryshotgun
The laser rifle
This makes a lot of sense
I don't know what the third weapon is
The third is the Ion Machine gun
Whoever drops the cryoshotgun drops two of them though
Ah yes
that one also drops twice
That's the ripper
Are they supposed to drop two?
Nope, but i haven't found a way to make em drop it with a 100% chance
I see
Yeah, I usually pick the better variant and just run with it
those weapons are usually very good alternatives to the loadout but honestly all the weapons are really good
Cool, im kind of doing the weapon balancing,changing sounds
and deleting some....bad ones
The next update is going to be quite big, and im not sure i will be able to make it on this week
Take as long as you need for it
the more time you spend on it, the better it will come out
laser?
Ahhh okay
I have a fusion one and a normal incendiary
You can differentiate it from the Fibi one by how it's reloaded and how much ammo is in the magazine
i have like "real" lever action
Im not really a shotgun guy, but the fusion one is the one that I end up using a lot because it just has really good accuracy and deviation
where you have-to constantly reload it
Cool, S1 mechanics are always good
The soft ballistic
yeah
sb
I just kind of started using soft-bullet
for everything
dunno why
Have you tried any of the psy weapons?
Dual pistol or starter?
Both
cool
I used it with eliminator though
and that was an issue because eliminator wants everythingn ot hit the refractor sphere
and if there's an enemy the bullet will curve towards them and miss the sphere
That's an Eliminator issue
YEah
He just is not really good for psy weapons
but the AR with the Psygl is really good
Probably too op with the gl
And some of the variant weapon kits on the base classes
Although I think only Chrono has that
Uh, you mean weapon kits that have variants on weapons?
Got the biggest mod in all of Synthetik
so you just can kind of be not sure
what's mod and what's not
lol
It does add a lot
I once got asked about a vanilla perk that they thought was from my mod
haha
Alright, gonna do some more stuff
Thanks for the feedback!
Gn
Cool!
MFSMG now has a unique wperk Chaotic Magazine, it's burst amount will randomly change after every reload
Can't select MAM-15 due to presumably the text box
Can highlight it, but pressing enter to select it only opens up the chat
You can select it if hovering over the left side near the level and the name, don't know why it works like that... it's presumably because 3 specializations is too much.
The LAS-Brutality 2 lever action is a lot of fun to use
that's the one I find myself using the most
some balance and weapon changes in next update:
- Dual TPR .55 "Nuclear genesis" : Renamed to "Cryo-stasis"/NEW perk - Frost shield, increases survivability after getting a hit/Buffed firerate/Now ammo reduced armor with each hit/ added tech perk
- Chemical Dissolvent: added tech perk/ Updated shot sound
- FFMG Mk1/Mk2/Mk3 : Increased base damage
- Kraken: Now damage scales with perk power/Added 2 attachment slots/Updated description/Removed second tech perk
- World Burn: Reduced charge delay/ added tech perk
- DB8 Fusion Auto: removed firerate reduce on perk/Reduced base firerate/New shot sound/single shell reload changed on full mag reload/added tech perk
- Starwalker: updated perk description
-OPM16: Changed perk - now increases damage with each installed attachment/New firing sound/Increased base damage
- RPD HMR: New firing sound/Added tech perk/Changed recoil curve
- 6.54 DMR: Changed perk - now charge empowered shot after 1s of not shooting/New shot sound/changed effects and added sound on empowered shot/ Increased base damage/Increased base firerate
cool
Gonna update the mod tomorrow
Took a lot longer than expected,but still no focus perks
Part 1 Of the big update! Lots of unique wperks, next update will include full unique wperks for all 120+ weapons, and the third part will have focus perks
Mod updated. Too lazy to post stuff that is in the update, lol
have to do unique wperks for 41 weapon out of all of them. Probably wont take much time. Most of the weapons are with perks now
new updates
Yeah, second part will be soon, maybe will post in here what i added...
Make energy vampire show its duration and damage in the automatic tooltip.
Overcompensator mentions both damage and accuracy, but increases only damage.
I found an S1 reference. ||Tooltips rising.||
It's fixed in the second part of the update
Most of the stuff is in the second part, maybe will in a couple of days
Remind me, why are there multiple actions for granting a retrofit gun from per retrofit line instead of 1 per line that spawns a gun based on categories?
What do you mean by "spawns a gun"?
I have one for specific weapons,and the other for spawning as tech perk
AH
I now understood your question
It's because if i had it as a category,it kind of breaks for me, don't understand why
My English is quite poor,lol
And the category spawn works quite unreliably
I had it breaking multiple times and just spawning a random weapon, even though there was a custom category chosen
Unique wperk for the GLAR (In the second part of the update)
Unique wperk for LS-20 , already in the mod. Stacks up to 10 times and keeps the buffs
Unique wperk for the SDR (Already in the mod)
Wperk for Tovarisch (Already in the mod)
Wperk For CCM, (already in the mod) Unlocks second ammo type when reaching 100 kills
APMG wperk (already in the mod)
APS wperk (already in the mod)
a portion of the new wperks
Wperk for the cursed World Eater launcher. (will be In the second part of the update) It reloads 30% of the magazine and decreases taken damage for 7 seconds per each doublekill (maybe will change to triple kill))
Cursed Weapons now have their own variants that randomly drop (3 for preview, there are more variants)
Separator's Unique Wperk
Last Train's simple wperk
Virus has a force field wperk, which damages enemies that get into range.
This now concludes the wperks for Cursed weapons, continuing to work on wperks for normal weapons
Cooldown reduced to 0.69
Range reduced to 6.5 meters
Mod updated, decided to do part 1.2, part 2 will come later,lmao
Decided to rework Ion Recon a little bit ๐
Reworked the dash, now it is an movement direction dash, which decreases recoil fully for 3 seconds after activation. Super useful.
Pinpoint kit, now has a deagle with super high weakpoint damage, now you dont have the annoying striker drone! Welcome the striker turret, which stays at one place, is mediocrish destroyable, and kills stuff easily, quite useful.
Weakpoint kills are now highly rewardable, you gain 30 credits per each!
The tin-can popper is super useful for weakpoint kills, hard to master though, and requires you standing as the movement accuracy is horrible. (Yes, titanium eagle.)
The Ion Recon received quite a massive buff, it is quite fragile still, but you can hit weakpoints so easily, and gain lots of credits fast, all relies on skill
Mod updated. Part 1.5 out of 3
Yes
@pulsar flower what exactly was the bug?
weapon perks unsafe we can fix easily but taro cant find anything related to rarity none
Equipment reset on level end,it was caused either by "none" rarity or because of a not assigned action on the weapon
Perks, weapons, etc - resets to starting ones
Maybe depot exclusive,lol, the depot is quite old (U12)
The issue has not come back since weapon rarities have been assigned
Remember to save the depot each updatr, not sure if its automatic
just made a luck build where i just need to shoot enemies one or two times and they get sent to hell with 10x their health
Cool! Experiment is quite a strong yet unfinished class, but main purpose is fun
i'll get a video of it, pretty cool class with a lot of buffs yet not so strong, still wanted to see a heavy gunner variant but meh
Update in a couple of days i think
25 weapon perks left to do
New muzzle flash for radiation weapons
Perk for Zima
Heavyweight changed to "bolt action" mode, Wperk for it
I need to play this, on a side note, everything seems to be working pretty well
Good to hear!
Have you Found the artifact chest yet?
Counted more than 153 wperks,both unique and technology ones
15 Unique wperks left to do
I have not
Ah, looks like i was probably right about it not spawning.
When i will update the mod today, it should spawn normally.
Mod updated, 6 weapon unique wperks left to do
less text style definitely looks a lot better
maybe its even best to make fusion etc style just the icon now that I see it, never tried that myself
I kinda like the ability to colour text ,so it would be cool if people would have icons and colours separately so that they could decide what to use,its mostly taste based
End the style immediately to have only the icon.
<style=fusion></style> literally implements #1147288430200488086 message
Strange,will check the drop chances
Crowd control ability upgrades don't work (Money is taken, no upgrade options available, ie: 40% power increase etc.)
Alright,will check and fix
Ty
mhm!
Will include the fixes in the last part 3/3 update
Fixed, will soon update
Checked the drop chances, everything is good, maybe something broke
I'll take a look when i get a chance
Sure, i maybe will release the third part of the update in a couple of days.
Lots of stuff will be fixed, and all weapons will finally have their unique wperks (except starter and etc)
artifact crates seem to be working
Nice,finally
Thank you! Was very sceptical that they work, cuz i couldnt find even one spawning ingame
XD
For now there is only 4 artefacts, but will add more
Anything else? Maybe weapon feedback or smth
I mean, all your weapons feel really good
Maybe things are too good and need a few drawbacks?
but I enjoy using every weapon tbf
Except the weird acid stuff
but thats more of a me thing than a thing that needs to be changed
I updated the acid smg with a new sound and a wperk for the next update
Good to hear! Alright, thank you.
Now i will work on the focus perks
They will spawn in a crate like artifacts, but more regularly
Update will be ready in a couple of days
Mod updated,will post what's new rn
Focus crates, for now there is 6 focus perks to choose from
Increased the spawn chance of artifact crate
Salvage master focus perk
Eh,just noticed that the salvage master perk spawns unused items and bot items
well, guess will change it to something else
Super simple focus perk with a faint sound effect to indicate it gaining stacks
Shield based focus perk, will gain invulnerability for a short period if shields are down.
Shield infusion perk changed
Upgrades
Mod Updated, Chrono Commando specialization and two new focus perks
Ooooo
Hm
something strange with the ai, enemies are crouching and standing up in place
Probably the heavy enforcer, though he worked normally
Are you playing on U14 testbranch?
Cause I'm still on U13
yes i am on the testbranch
Ah, maybe that's why the ai acting up
Though the heavy enforcers (the ones that crouch) are supposed to do that
Have you tried the new commando?
the biggest issue I personally find is getting a good fusion weapon
There is quite a lot of fusion weapons now, though random is not always merciful
Im thinking of reducing it to three but raising the upgrade to add two charges
that seems like a better option

2k downloads, cool
Chrono commando feels a lot better than interceptor
That's good to hear, Interceptor is a vanilla one, XD
Maybe will post an update soon
Couple new focus perks and artefacts
Also will make some new body upgrades and items
A "1 class per class" class feels better than identity crisis. Who would have thought?
Huh?
Didn't understand a thing from your message, explain to me please, my English comprehension skills are as bad as always
Chrono commando feels a lot better than interceptor
Interceptor is a merge of 2 classes that doesn't satisfy fans of either pre-merge one while chrono commado isn't.
I'm implying the consequences of this are obvious.
Ahhhh, okay , yeah makes sense then.
I have never played chrono interceptor and didn't even knew that it's a merge of two classes,lol
Sorry for me misunderstanding,XD
I had no idea it was a merge either, it just feels underpowered and slightly awkward to play
in the vanilla classes, I think that one is my most unplayed
I am excited for u14 though


Mod updated, explosions changed
All artifacts available and their descriptions
How Zir's dice works, nothing fancy, just random buffs
Hm, im having an issue where my experience on the new Chrono commander class resets
not sure why this is happeninng
I really don't think that it's a mod issue, does that happen to other classes?
Not that i can see
Hmmm, okay,i will check the class when i get back home
Anything specific? Like the things that you do after which it happens
Will try to replicate it as experiences saves for me
I don't know if its anything specific that I do tbh, the experience value just resets the class to level 1 every time
It gains it normally, so if I do a couple runs with escalation 2 or modifiers I can get to level 7 quickly
but next time I start the game it will be level 1
That is...quite strange
For me it does not reset
Try finding the mod file and check if it is marked as "Read Only"
Huh
I played a bit yesterday, after updating the mod, and it saved today
So whatever issue there was no longer exists
That's good, if it happens again let me know
Ion lmg idea, any suggestions for the wperk?
Start combat with 100 stacks and the gun fully reloaded from spare ammo. Lose a few stacks per second. If ammo in magazine is lower current stacks, adds free ammo to the magazine.
This perk would reward shooting non-stop and firerate upgrades with better ammo economy.
Hmmmm,sounds cool, will try to make it and test it out rn
Thanks!
Do try it! 
Just a thing to keep in mind - this mod's base balance is very heavily shifted to -+200% difficulty (easy to play on less difficulty)
If you encounter any problems/bugs, let me know,i will help as much as i can, since the mod is in WIP
Yooo, sick, is it a standalone project or can I get it from modhub in-game?
Modhub,all mods can be installed through the modhub, though a lot of them don't work
Sorry for late reply
Mods can be installed manually if you go to the modio site and download the file itself,and then put it into user depots, it is mainly less prone to strange stuff happening to the depot if done this way.
Ingame modhub does the job faster and is enough for most players
Hey there! This mod looks sick and I can't wait to try it, but for some reason the Ion Recon class doesn't show up so I'm not sure if the mod is working at all. I downloaded it through the in-game mod browser, don't know if I need to do anything else
Hi, you can try either reinstalling it and restarting the game, and if neither help then you can install it manually
#technical-bugs message
This is the message in #technical-bugs with a workaround, the file can be downloaded from the modio site
Synthetik tends to be quite wonky with modio for some reason
"A workaround: move the mod folders from where downloaded mods are to where your own ones are.
So from C:\Users\USERNAME\AppData\LocalLow\FlowFire\Synthetik2\modio-2800_installedMods to C:\Users\USERNAME\AppData\LocalLow\FlowFire\Synthetik2\User Depots"
hmmm I don't have the User Depots folder, would it work if I just manually create it and move the mod folders there?
Yeah,it should work
Huh, strange , then either you have to do the user depots folder through the Synthetik ueditor (is quite easy) or download the mods from modio if you copied the over
Either way,gem will explain everything as i see he came here

Either the mods aren't enabled in the insalled tab of the modding menu or it's not as reliable as I thought.
OH WAIT, you mean only the ion recon class doesn't show up?
Its not a class,but a recon specialisation (pick the recon class)
Damn,my reading comprehension skills strike again
Oh damn, my bad. I thought it was an extra class that should show up in the class selection
No,no, its my bad,i misread everything, XD
Either way, as @warm bear said all the mods became unselected when I moved them, enabling them again and restarting the game fixed the issue
All the mod content shows up now
Yeah,they should be more trustworthy this way
Though you do have to update them manually now
Eh, I play a lot of SPT. Manually updating mods is second nature to me at this point xd
Thanks a lot for your help, gonna try your mod and see how far I can make it!
Yeah,SPT is a pain sometimes,XD
Worth it though
Tried to do this, works...super badly, maybe im doing something wrong, gonna do something other but inspired by this
For the new version update (today or in a couple of days) Added wperk for the X4000 Tank Hunter LMG, Changed the sound of AA-Pistol (Chrono Commando specialization unique pistol), Added sub-factions to all weapons (except resistance faction ones), Database now looks a lot better with subfactions added.
If that works better then go with it. Remember to make it not claim to be a focus perk.
Yup,will remember XD, Thank you very much for the general idea
Also, for the next update, a new focus perk
Two new class upgrades for the Chrono Commando.
Nerfed Weakpoint Contract perk for Ion Recon
Mod updated
Almost forgot, there is the new military Tank Hunters units
Already in the update, leave some feedback on them please!
Should i remove/redo the purger wheels? (the ones that are fire shooting)
Maybe lower the radius because it seems like the aoe is too large
Overtaking dash doesn't stun enemies within 10m but the closest one enemy.
Also, now that the perk list can't be scrolled as much, it would be convenient if things bought for crystals stacked up when there's more than 1 of the same upgrade.
Oh,okay, thanks
Aight
Mhm,will do something about it
50 health regeneration
Oh,lol will fix the typo
BM-1 "Fly" doesn't check for BM-2 and BM-3 replacements but the abilities in paths 8 and 9.
Ion recon's last utility selection still is a mess. Flare gun is an item now, tomahawk and ion flash grenade are specialization abilities. Only healing stim allows for triggering on-utility things.
Eh, looks like i will have to clear it up a little
The focus picker buff is visible, hide it.
Aight, thanks
Mod updated, stuff is fixed
So cool seing that the mod is being used in #๐ทwin-or-die-screens
Probably will update in a few days
Delay
Alright, now i can finally do an update, two days and it will be released
Tomorrow will finish the update
Alright, update released
FPS-M2 Sound changed
FMG-P9, CTEWS & CTES SMGs Burst Delay Decreased
FMG-9 Medic Sound Change
CPD&SW 700 Sound change
Cursed L-Cartridge (Deimos AR) Explosion visual fixed
Phosphor Bullet Effect Change
Five-0 (Starter Weapon) Increased reload speed and fire-rate
Piston Power perk stat popup changed
Focused Gunner perk - Wrote about stacks reset in description
Brutal Entrance X192 (Chrono Commando Ability) Shield usage decreased from 500 to 200
Ripper-90 Sound changed and perk added
Weapon Infusion (Experiment 02 Perk) Nerfed
Tape Restoration And Hate Unleashed (Experiment 02 Bought Perk and ability) Deleted.
CCQS-7 Sound changed and perk added
Problem Solver - perk added, gameplay changed/
Purger Wheel - Damage Decreased, Ammo Amount Decreased, AOE decreased
Nova - Added perk
Laster - Changed description and added perk
Fusion Stick Grenade (Item) Reduced cooldown from 22 to 17
Archangel PSDS Portable (Item) Reduced cooldown from 45 to 35
Bloodbolt (item) Raised damage
Spec-Ops Support Call (Item) Reduced Cooldown from 180 to 150
Added Ammo-TP MK2 (Attachment) Increases No ammo cost chance by 30%
Added UGL (Underbarrel Grenade Launcher) (Attachment)
Critical Multiplier (Focus Perk) Added - It increases passively critical chance by 10% and critical damage by 25%, on critical hits - +25% Movement speed for 3 seconds and gain 1 bullet into the magazine
Planned Next Update
One new item - didnt get into this update because i couldnt get it to work properly
One weapon - Also couldn't do what i wanted to.
Maybe something else, need to think.
Combat start and weakpoint hits grants ammo regeneration which fades out over time.
Note Description: Resets over 7 seconds. Gains 1 Stack on Weakpoint kill or 10 on combat start. Max 10 stacks.
--
much simpler, same content
optimizing the tooltips does really make a big difference later in people understanding and enjoying the effect, its hard work tho.
Id also avoid pressing enter and letting the text do automatically do the line break. Id only press enter if there is a full empty line in between
and generally 1 - 2 styles max per effect is making things look much cleaner, at this point I only use it for very special key words, like Time Rift or such, at the start I was also doing too much, even for bold, 1-2 bold I do maximum now
It also makes logical sense, since there should usually be 1 key thing in an action
gotta try the recent version again
Yeah, you're right, gonna optimize them tooltips, though i somehow like colourful tooltips, maybe it's just a me thing, but it looks more lively and your can always find crucial info just by colour alone.
Gonna try to do less though
Conveying what is indeed a lovable aspect of syntax highlighting(which your use of styles kinda immitates).
If you intend to read all text anyway, you gain nothing from "attention managing" styles conveying where.
Not just a you thing, the 2 ways of styling cater to different people.
Yeah, that's fair enough
Orion PR MK3 - A plasma revolver with reversed heat system - cools down when you shoot, can spawn an explosion on weakpoint/critical hit
Headpiercer - A pneumatic shotgun with sharp-tipped slug ammunition, has super high weakpoint damage and very powerful automatic upgrade
Weapon Tuning (Attachment) Which slightly upgrades some stats and reloads 30% Of the magazine when ready (backpack ammo)
X4000 Tank Hunter LMG Description changed
Tank Melter 700C - A fire beam launcher, when heat is over 60% and ejection is started - shoots a heat arrow which has super high piercing damage, cools down the gun.
Mosquito 300 Ultra-X - A 9mm super high capacity machine gun which is overheat friendly.
When overheating - invulnerability for 3 seconds and health regen for the duration of overheat
Blue Star (Soviet Faction variant) Increases movement speed, damage and reload speed. On losing shields - Increases dodge chance by 45% and health regen by 10 for 2 seconds
Red's Star Squad 17 (Soviet Faction Variant) Constant health regen,greatly increases recoil control,damage,spare ammo and mag size.
Most Of the tooltips are simple
``
Headpiercer auto upgrade
mod updated
Will continue to work on the mod probably only for the rest of march, if anyone wants to take over, write here, gonna get drafted soon so can't do anything
Thanks.
Maybe you would wanna take over? I've seen your revolver, you got quite the talent, the mod is quite popular and downloaded, so you wont have to start from scratch
thats super flattering!! ty
im not sure if i would have the time and skill to maintain a huge mod like this though
while preserving ur vision
Eh,you can do whatever, I wont be doing anything for a whole year and definitely won't come back anymore into modding scene
I rarely do updates, like 1-3 week= 1 update
Don't want so much work and care go to waste
if you post the depot at least it can be updated to be compatible for new game versions (though im not sure if thats even a requirement for this game
It is better to be updated for the depot,also if some vanilla stuff is used in needs to be checked after official updates, cuz they break a lot of modded stuff, i can give the mod rights on Modio to someone to update the depot and fill in some new content
Example #๐s2-modding message
Retrofit - "chaos" still increases currency GIVEN instead of GAIN.
Eh, maybe i'll fix it
Thanks tho