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报告翻译问题






- ah fair enough i will adjust the cut height and see how it goes ! \
- and fair enough i get that was just an idea i had haha.
-On hill mode it only does 2 levels by design. Didn't see it necessary as during my testing it chomped away happily. If the cuts aren't close enough you can adjust the height of the top cut by adding more to the minimum distance for reeving to stop it from getting too high.
Likewise if the machine moves forwards too much you can reduce the timer "Swing End" to cut its motion shorter.
-Artificial Mass is nice, but I wanted counterweight blocks to look like concrete blocks used by real machines. Nothing stopping you from adding arties but there really shouldn't be any need on this build.
-I noticed it leaves floating gaps if you play ways away from it because the game culls some voxels, and spawns them in later. Nothing to be done about that I'm afraid :c
this keeps happening just bouncing back n forth with little spots missing, it seems like there almost need to be another drill 1 layer down in each corner to fix this.
Useful? No. Currently the BWE can take a 4-5m deep bite off the terrain, but the timing of forward movement only leads it forwards roughly 3m meaning it'll never go too deep. It doesn't therefore need a measuring device active all the time, however a mountain detecting sensor would be a great failsafe.
A hill/level mode indicator can be added really quick. Can't believe I actually forgot to include that! This is what you get for building in such a "flow" state that I guess! I'll remedy that immediately
also another suggestion. in the conveyor line behind the cargo contain perhaps put a second sorter only allowing stone to get through.. so you can choose what to load you trucks up with
not just eject all :) working very well for me i might add.
Thank you for letting me know!
I did not know this.
T h a n c c
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1677334879
Releasing very soon after I can work out some final issues.