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Bury Me Not!
   
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9 月 23 日 下午 3:33
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Bury Me Not!

描述
Bury Me Not!

The Neutronium has become allergic to items and rejects those buried withing it.



Current latest Version: 1.0.0




Features
  • Items can no longer get stuck in Neutronium tiles
  • Check runs once at loading the save and per individual item when its buried state update - no performance impact during the game
  • If an item is stuck in Neutronium, it will check its adjacent cells, favouring those above it. It will then teleport to the first cell thats not neutronium or a constructed tile (regardless of the tile element state). Potential target cells for this are up to 4 tiles away.


Bug Reports & Local Download
You can find direct downloads for my mods here[github.com].

Please post bug reports and issues on GitHub[github.com] or on my Discord Server[discord.gg].
Always include the full player.log in a report: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/wiki/Troubleshooter-Guide#sending-a-log

Make sure you do NOT have the mod "Debug Console" enabled as it breaks the game's logging and makes the log useless for fixing bugs!




Do you like the mods I made? If you want, you can support me on Kofi[ko-fi.com] :D
13 条留言
[RTB] Sarianos 10 月 18 日 上午 8:23 
I only ask as I've recently started sort and balancing my Rimworld modlist again and wondered if a utility mod like RIMMSqol for dynamically altering item/building properties would be possible for ONI, given how powerful of a balancing and customisation tool it is it just made me wonder if such a thing existed for ONI and after not finding anything I just wondered if it was even possible for ONI.
[RTB] Sarianos 10 月 18 日 上午 8:15 
@Sgt_Imalas
Not related to this mod, and more of a technical limits curiosity than a request, but would it be technically possible to for a mod to essentially 'find' all building entities on load then allow for users to alter the general properties (thermal conductivity for example) of any found buildings within a mod config menu?

As a code illiterate plebian it seems like it ought to be possible but like everything coding related I'm betting it's not even remotely that simple.
去码头整点薯条 10 月 10 日 上午 4:48 
nice work!
cyberwarlord13 9 月 29 日 上午 7:02 
Needed this.

Wish there was a skill to remove buried objects up to 4 tiles away or something.
单身玩具熊 9 月 26 日 上午 6:05 
AI大模型翻译
别埋我!
中子体对物品产生了过敏反应,并排斥那些埋在它里面的物品。
当前最新版本:1.0.0
特性/功能
物品不会再被卡在中子块中
在加载存档时检查一次,并在每个物品的埋藏状态更新时单独检查一次——在游戏过程中不会影响性能
如果一个物品被卡在中子物质中,它会检查其相邻的单元格,并优先选择其上方的单元格。然后,它会传送到第一个不是中子物质或已建造方块的单元格(无论方块元素状态如何)。这些潜在的目标单元格最多可以相隔4个方块。
Hate Bear 9 月 24 日 下午 4:26 
I'm sure I've been lucky. But yeah, I guess I should sub then.
Sgt_Imalas  [作者] 9 月 24 日 下午 4:18 
the bug has existed for ~5 years now:

https://forums.kleientertainment.com/klei-bug-tracker/oni/buried-items-in-neutronium-r24181/

happens mostly with meteors
Hate Bear 9 月 24 日 下午 4:15 
I have never had something get stuck in Neutronium. That sounds like a bug that needs to be fixed by the devs officially.
Sgt_Imalas  [作者] 9 月 24 日 下午 12:31 
an optimization to debris systems that alters the way buried items work could break this mod - its just rather unlikely to happen
n3mes1s 9 月 24 日 上午 11:15 
Why would it break anything? isnt neutronium universal in all dlcs? lol.