边缘世界 RimWorld

边缘世界 RimWorld

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TSIND Garage Doors QA
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Mod, 1.6
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8 月 12 日 下午 12:03
9 月 11 日 上午 6:07
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TSIND Garage Doors QA

描述


> Proclamation #522e-6

It came to our attention that there are currently garage doors from manufacturer under our supervision in use that are still running on outdated security software. We have multiple cases of costumers reporting their devices throwing error messages at them, which are already fixed in the respective, up-to-date firmware. We are therefore immediately updating all affected devices remotely to the current state of security patches!

- Triumvirate of TSIND

> Proclamation #522e-6



TSIND Garage Doors QA is the direct result of people reporting errors from the similar mod AirtightGarageDoors with the author not being responsive about those reports. Currently it only makes sure that garage doors from Vanilla Vehicles Expanded and respective addons (like; Garage Doors Expanded) are airtight for space travel in Odyssey.

It offers three different presets for this logic. One for disabling any patches from this mod, one that takes the stuff-material of the doors into account when calculating how air-tight they are (vanilla behaviour) and a more cheaty setting to make all garage doors 100% air-tight no matter which material they are made from.

The mod should cover most existing garage doors based on the VE method. If you find any doors that aren't currently patched or - of course - any other issues, make sure to let us know. This goes for potentially other tweaks you want to see for garage doors as well, as long as it is possible to add.



Please report bugs, issues, etc. ideally in the Bug Reporting Discussion, by contacting us directly on the RimWorld Community Discord[discord.gg] or via contact-form on VOID ARCHIVES[sites.google.com].

The same goes for any questions, ideas, recommendations or whatever. Any ideas for features, feasible to be added to the mod? Any balance-related concerns and recommendations? Domestic troubles? Lost pets? Feel free to use the respective thread in the Discussions and ask away!



Aside from contacting us in the comments or discussions, there's also the way to use the contact form on VOID ARCHIVES[sites.google.com] as already mentioned. Void Archives is a site dedicated to anything related to RimWorld with a focus on troubleshooting and modding. It's meant as a hub collecting and publishing News about ongoing issues with mods, offers a list of guides on troubleshooting game- & mod-issues and has links to all kinds of helpful tools and apps every serious mod-user should know about.

In our role as 'troubleshooter' for RimWorld - in the past on Reddit and now predominantly on the RimWorld Community Discord - we try to help as many people in this great community to enjoy their mods to the fullest, so the knowledge collected over many years should be preserved and made available publicly to reach as many players as possible. The direct result of that idea was Void Archives, to move on from insider-knowledge and esoteric Goggle spreadsheets to a more user-friendly outlet.
13 条留言
tide{S}haper industries  [作者] 9 月 25 日 上午 11:02 
Add; in fact - they can have both tags at the same time if it's necessary to differentiate. I patch that onto garage doors with my mod for the 'cheat' state (also airtight when opened) for example. To ensure they never have one of those tags set to true - like by another mod patching them as well.
tide{S}haper industries  [作者] 9 月 25 日 上午 10:44 
@Joanne

It's actually quite simple. 1.6 introduced two new 'tags' for that a building/structure can have:

* <isStuffableAirtight> true/false
* <isAirtight> true/false

Pretty much self-explanatory. The latter is for structures with fixed cost, the other for structures which can use stuffMaterial - like a simple wall would be. In that case the game defines it based on the stuffMaterial used for it. For that, those got the same <isAirtight> tag within their <stuffProps> as well. So you can have different versions based on their material (like wood vs. steel - not airtight vs. airtight)
Joanne 9 月 24 日 上午 6:03 
Hey stupid question but where can I find the stats on how "airtight" a given material is for use with this mod, and is that true of vanilla walls too? i was under the impression basically everything but solid rock and gravship walls would leak atmosphere the same ammount.
tide{S}haper industries  [作者] 9 月 11 日 上午 6:13 
Changes:

[*] Added loadAfter information for Alpha Vehicles - Neolitic/Early Cars/Age Of Sail due to their garage doors being patched-in Defs. No actual issue, but if this mod isn't loaded after them, it is throwing the same type of error this mod is meant to 'suppress' in other cases.
tide{S}haper industries  [作者] 9 月 11 日 上午 6:02 
@Luckspeare - Thanks for the report. Just checked it and yeah, unfortunately that's Sarg patching in Defs in that mod like he does in some other places as well. Unfortunately I can't think of any good way to add explicit compatibility on my end due to this, patching-in Defs is a frowned upon (and completely unnecessary) practice to begin with, making compatibility-patches problematic.

There's ways, but that would mean some hack-job method on my end, and I rather not try that and cause issues with different things along the way. But I'll update with explicit loadAfter rules for Alpha-mods in a few minutes, which at least bypasses the error. If those particular doors need additional patches on my side I have to check later - but I also told Sarg now - the easiest solution would just him making them proper Defs.
Luckspeare 9 月 10 日 下午 5:13 
Mod load order issue with Alpha Vehicles Age of Sail and Alpha Vehicles Neolithic.

If either of those mods is loaded *after* TSIND Garage Doors QA, it gets an error in its AV_GarageDoorWaterOpened or its AV_GarageDoorWoodenOpened defs, respectively.

Config error in AV_GarageDoorWaterOpened: is airtight but Fillage is not Full

Possible Matches:
[Source: Alpha Vehicles - Age of Sail]
[File: C:\Games\Indiv\Rimworld\Mods\3177395100\1.6\Patches\VanillaVehiclesExpandedPatch.xml]

Config error in AV_GarageDoorWoodenOpened: is airtight but Fillage is not Full



If loaded *before* TSIND Garage Doors QA, no errors. Which makes sense, but would be good to enforce.

https://gist.github.com/HugsLibRecordKeeper/2effb45dbb87652b4c7269379a623bde

I've reported this to the AV mods as well.
Kilo 8 月 13 日 下午 8:41 
Another banger from you. Thanks for this.

Would love to see a rework with the things you mentioned below. I currently don’t even use DGE because of the spam in the architect menu, and the component cost scaling.

I’d also love to see wooden garage doors not be airtight. And any other improvements you can think of. Thanks again for this and your Power Armor mod
tide{S}haper industries  [作者] 8 月 13 日 下午 1:20 
Long story short - I let you people know about that plan because I'm open for all suggestions when it comes to this topic. So if you want to be part of the process, just let me know what you would consider about a good balance. If you would actually miss if the garage doors wouldn't be stuffable anymore, etc. - right now, nothing is decided and the tweak is optional anyways - but if you're on board and want to be part in deciding on the specific direction, just hit me up...
tide{S}haper industries  [作者] 8 月 13 日 下午 1:18 
At the same time, I might rework the HP scaling for the doors as well. Right now they are mostly scaling linearly with their size as well. Which doesn't make much sense if you think about it. The door - while being broader - is still handled as its single entity. Goal for a raider is to breach through it - so breaching through 1x9 shouldn't be X-times as hard as breaching through 1x1.
Not sure about the exact math I use there, but it clearly would scale less drastically than it is right now...
tide{S}haper industries  [作者] 8 月 13 日 下午 1:16 
At the same time, their cost will completely be overhauled. Right now the automated ones scale linearly in their Industrial Component cost. With the armored version DOUBLING that. Which is ridiculous and leads from 2/4 components for 1x1 doors, to a whopping 18/36 for 1.x9 sizes.

I probably scale the main resource (wood/steel/plasteel) similar to right now, while having the component-cost put into tiers (1x1-1x3, 1x4-1x6, etc) with drastically reduced overall component-cost.