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报告翻译问题
@leion247
"That's fine. The actual power production is handled in a DLL"
Is it a concern for solar generator LV2 :
<basePowerConsumption> -1 </basePowerConsumption>
locate, and delete the following line in ToxifierGenerator_II 's <building>
<soundAmbient>Toxifier_Working</soundAmbient>
Now it seems fine
1. Add 1.6 to the about file
2. Copy the 1.5 holder, rename to 1.6
3. locate, and delete the following line in GeothermalGenerator_II 's <building>
<soundAmbient>GeothermalPlant_Ambience</soundAmbient>
4. Add the following class to GeothermalGenerator_II 's <comps>
<li Class="CompProperties_AmbientSound">
<sound>GeothermalPlant_Ambience</sound>
<disabledOnUnpowered>true</disabledOnUnpowered>
</li>
And you're done ^^
can let the Toxfier generator connect to it .
still an amazing mod tho!! 10/10
That said, I have done something similar using set xpath for modding games like 7D2D, but I dunno if it would work the same for Rimworld. Something like:
<snip>embarrassing set xpath attempt that failed miserably</snip> lol
Yeah that idea didn't work. I'll take a look at the tutorial, and if I still can't get my head around it I'll beg for your help lol
After much faff, and stress actually figured out a very easy way to do this without using setpath, or replace or any of that jazz. So yeah. Simple methods are often the best.
Sure it would then require this mod to work, but I'd literally rather die then not keep my mods updated immediately to the newest game version, so that shouldn't be an issue with me.
In hindsight, I realised maybe this was asking too much, so I went ahead and made new texture myself. A reupload is available at the link below, but should leion247 request I take it down, I will switch to private for my personal use - unless they adopt my textures in which case I wont need it either :P
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3012796834
i love it