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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1641670237
The background thing is totally optional.
Don't know. I thought only about biomass, but if you want...
"If you want then you can make the icon and upload somewhere and I will download".
I'll thought about icon.:)
All machines have the same or different power usage/crafting time?
??? (didn't understand)
I thought you want option to turn any ore into resin, not only biomass.
If it was all ores then each one would require separate machine.
Certain names for machines? Mod name?
Up to you. For example something like "biomass hendler".
handler, right?
"Biomass Handler"
Want info that "mod requested by X" or no?
??? (didn't understand)
I can put small info into mod description "Mod requested by ZaGeR", do you want it?
What icon? (how it looks on hotbar/in inventory)
If you can create your own icon it will be cool to make icon with gear with little image of cube of biomass in right bottom corner.
It is possible to make your own icon, it has to be 128x128 size tho... It's very blurry in the game.
If you want then you can make the icon and upload somewhere and I will download, I'm totally not intested in making graphics :D
Up to you. For example something like "biomass hendler".
Want info that "mod requested by X" or no?
??? (didn't understand)
What icon? (how it looks on hotbar/in inventory)
If you can create your own icon it will be cool to make icon with gear with little image of cube of biomass in right bottom corner.
Which machine it resembles when placed? (make it look like refinery or ore extractor or other machine?)
Resin refinary or clock maker or whatever you want. It doesn't metter for me.
Few... That's it I guess.:)
After resin reseach (don't remember how it is called exectely but after you discover hard resin block this research is available in labaratory. So after this research you can handle resin from biomass).
Machines are free or they cost something? (list their costs)
Cost up to you (some gears, charge coils something like cost of other machine in this tech level).
Manufacturing plant or self-craft or both?
Manufacturing plant
Power usage of machines? Crafting time?
Power usage like resin liquefier and the same crafting time
All machines have the same or different power usage/crafting time?
??? (didn't understand)
How much of which ore = how much resin?
2 biomass = 1 resin
Haha that was fun, but...
Hmm, yes. About question.
Somehow too lazy to think about this everything ;D
Machines are avaible always or after certain researchs/scans?
Machines are free or they cost something? (list their costs)
Manufacturing plant or self-craft or both?
Power usage of machines? Crafting time?
All machines have the same or different power usage/crafting time?
How much of which ore = how much resin?
Certain names for machines? Mod name? Want info that "mod requested by X" or no?
What icon? (how it looks on hotbar/in inventory)
Which machine it resembles when placed? (make it look like refinery or ore extractor or other machine?)
Most of my mods are cheat because I choose the easiest :P
It would have to be different machine for each ore tho ;d (unless you make all ores equal, 10 copper = 1 resin and 10 chromium = 1 resin too etc etc, then it would be 1 machine in .xml, but the other way resin -> ore it would be still multiple machines)
I didn't manage to find out how to make crafting machine in .dll
it looks cool, but other then that, that gun is just junk.
I have said "I have heard that MK4 are used for way over 20k threat"
It was about this gun not the batteries.
i have more MK4 power boxes for other things, 3 for research powering, and 9 powering the Infinite Resin Refinery plant, just to name 2, so they should be very useful, you just have to know how to use them.
the Infinite Resin Refinery plant is another one of those oversized homemaed Machines that i maed and uses A LOT of power, the other one is the Threat reducers plant.
i turn to turbines mostly for power, but the Infinite Resin Refinery plant gets power from 4 MK2 night run solers.
seeing my base would most likely blow you away, and it is all automated to top it off. that way, with the Threat reducers plant running, i can go elsewhere and do whatever the hell i want, the guns fight off the bugs if any come.
I don't use MK2 ;D I have been always using 30-50 MK3 for each side.
But I have simply cheated them with mods. I didn't use any rockets yet.
https://psteamcommunity.yuanyoumao.com/app/254200/discussions/0/1734343065622291090/?tscn=1540812072#c1734343065623014814
But now it is a little outdated, we have got lenses from plants so we don't need to kill that many mobs.
and that is why i wanted the C5 gone, so that the hard work i put into building the Threat reducers plant is not going to waste. it is 4 turbines, 10+ MK4 power blocks, 1000+ Threat reducers, 2 or 4 void hoppers and 2 or 4 HECF Cloning Machines. with that, you can really see all the work into building such a Machine.
Because machines that require C5 will be down as long as C5 is down.
I don't know if cryoplasm grows when C5 is down.
Also I have the same bug with threat reducers... The work -> I build C5 -> they stop working -> I destroy C5 -> restart -> they work again.
I think that only dazzler doesn't require C5.
Cryoplasm spawners are blue hiveminds that spawn faar away from your charged C5 in the cold caverns and slowly spawn cryoplasm, the more you develop your base in cold caverns the faster cryoplasm grows. (It is stronger too, on start it replaces only air, later it replaces blocks, later it replaces ores etc)
The C5 shows you the closest cryoplasm with red beam.
If you head this direction then you will find cryoplasm.
Cryoplasm spawners are harder to see because they are surrounded by cryoplasm.
if the C5 is loaded at once, the Threat reducers plant is going to be nothing but junk.
is the pariculate filters the only thing that needs the C5?
and what is that cryoplasm spawners thing? never saw them or the cryoplasms.
The only way is to make huge mod that copy pastes most of the machine's code and in case of hardcoded part you have to create your own code etc etc
It's in the .dll files so I don't touch it and it is a lot to do so I doubt that the guys who do advanced mods would try to do it. (what's funny? both new and old filters would exist)
Why not build new C5 in some good location? (where it is connected to CPH so it is loaded on start of world and you don't have to visit it each time)
I have forgot to try threat reducers + C5, I will see if they are disabled in my case too.
If they are disabled then it is bug... but dev won't fix it.
Threat reducers are mothballed and he said that he won't fix any item that is mothballed, it is there for people who want to use stuff that is bugged/outdated.
think you can fix that and make them run without the need of the C5?
(No DLC needed for the pariculate filters or the other 3 things in the work set)
bad news, the laser borer did nothing.
good news, the C5 is down!
FI-creative gave the BFL the power to remove it.
1 shot stopped it and blocked it up, then i turned off FI-creative and can remove the last of it myself. FI-creative + BFL 9000 did the job and the C5 is not killing the Threat reducers plant now.
i have the Threat reducers plant up and running again. thanks for all the help here!
I have messed around with my mod and managed to destroy C5 with those machines, I wonder if it was something I changed or it was there previously.
I have forgot that you can speed up the building of those DLC machines...
Welp testing stuff currently.
Shift+click doesn't totally doesn't work... I will have to update descriptions of mods. At the same time I have found out that dev changed stuff with manufacturing plant and "mine manufacturing plant with any buildgun" doesn't work anymore ;D I have found other way to make it work, I will have to fix mods.
In my case bombs work on C5, single blow and C5 is destroyed (FI-creative and steve mod only)
I have used lvl 3 and lvl 2 bombs during tests and they both worked. (bomb were attached directly to C5) [again 1000 characters limit...]
Also tried both to blow it directly after it was built and to blow it after I have built it and restarted game.
So far I can tell that you can't replace C5 with something other (steve's machine just doesn't allow you), and you can't build second C5 on the world that has C5 (even if you have destroyed it)
But upon I restart game (with C5 destroyed) I can build second C5.
It doesn't create new cryoplasm spawners. (you still fight 8)
I'm too lazy to mess with the segments stuff tho...
If I recall correctly "Chris" (1 of guys in FCE forum) messed around with this, if he is still around then he would probably answer in your thread.
I have been talking about this mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=903287164
as long as you have blueprint of certain DLC machine or blueprint of it's block (1 is enough) you can use it to build DLC machines without owning the DLC... but it's suuuper slow... even basic mass storage ports are faster
Since you have DLC using this mod + FI-creative won't change anything ;D
(1000 characters limit so i split comment into 2)
Last time when I have use this mod it allowed me to build second C5 in different location.
If it wasn't fixed then you could create new C5 somewhere and then connect segments of new C5 with CPH (so it loads on start) and make sure that old C5 isn't loaded at all, on restart game should act just like you have 1 C5... But there is chance that there will appear new cryoplasm spawners once you build second C5... You will have to fight off 16 spawners instead of 8.
Also mod has option to override everything (it takes some time to get used to controls tho), you could try to build something in the location of current C5 with setting to override blocks, maybe the machine would remove C5 and place the new thing then?
what 1 of steveman's mods are you talking about? maybe that mod and FI-creative may work.
There is way to get rid of something, poor one but at least it exists...
You could find the segment in world's files and remove it with backups.
Once you restart game it will regenerate this segment to default (from seed)
I didn't mess with it so no idea how to locate segment...
I would guess that you build cloning machine in the segment you want to remove and later search for last modified segment in files, but... will it work this way? Wouldn't game load the CPH and connected segments too? Maybe using the option that saves during playing and staying for a moment in the wanted segments (just so it saves everything other) and then modify something (break few blocks/build some) and then check last modified?
^ That's just my guessing, you would need to find someone who was interested in this
CPH dissapears with single bomb tho ;D
Someone testing mods for me won't work in this case ;D
I would mess around and try many different things to check if it's problem of mod, problem of game or just simply dev blocked this feature and it cannot be done with mods.
In theory I can use steveman's mod which unlocks DLC, but it takes a lot of time to build anything DLC related :D (thanks to this mod I have got achievements from FF, I have got cancer while building the magmabore... but it worked)
I would need 1-2H of free time to test it this way.
Since it doesn't work for you I guess that dev blocked this (just like with "cheat manufacturing recipes" mod... some recipes are blocked so I can't mod them)
bomb level was 3
as for shift+click the C5, tryed with and without FI-creative.
it says "Cold Cavern Climate Control Centre can be dag up", just like the CPH.
From the modding side FI-creative should allow you to destroy it.
What happens when you shift+click the C5?
Did you try low lvl bombs? (C5 is multiblock machine so you will probably need few bombs)
hiow can i destroy the C5?
the C5 acts just like the CPH and i can't dig the thing up.
Threat reducers are disabled when you start charging OET (input at least 1 power into it), its been a while since i have charged it but back when i have been charging it... there was bug. Even if i havw fully charged, shoot or even destroy OET game was thinking that i still charge it and reducers were disabled. I had to restart game so it notices that i dont charge it anymore.
No idea if FF has something that disables the resucers tho.
About the comment from 12th i think that it doesnt matter where you start, game just loads segment with CPH and all segments connected to it with logistics. All other segments wont load unless you enter them. In order to see borders of segments press F8 or F9 (forgot which one).
Logistics = convayors etc (laser transmitters probably work too)
Its pretty common issue that people dont connect C5 to CPH thats why i have guessed it.
help?
if so, i start close to it, so it is always loaded.
still always get told that it's offline.
Many people use shortened version
C3 = Climate Control Centre
Basically the machine that starts frozen factory.
On the start of game the segments with CPH is loaded and then segments that are connected to it by logistics (power/items transfer or something like that I think)
If there is something not connected to CPH's segment then it's not loaded until you visit the segment that has it.