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as a result all that speed stuff didnt affect me so I didn't mod it
about code -> I dont make mods anymore, so I dont need it, honestly I can't recall the issue at all :D
You wrote 5 years ago that you had tried to fix it but failed. So I just wanted to inform you about the cause. It is only a problem when you introduce larger mass storage crates.
So in vanilla game it is not really a bug, just a lazy solution. I'm pretty sure DJArcas knows about it if he is adding larger crates in Phoenix.
I think lots of Steveman's bug fixes are already included in the last "Secret Fixes" release also. But as I said, this isn't really a bug in vanilla game.
I reported there that the drones don't drop off all the load because loop "skips every second index", it was something like this ~:
while(i<List.size()) { List.delete(element); i++ }
the delete() decrements size() by 1 and then i++ increments counter... basically the same as doing i+=2, every second index skipped
steveman made adjustments to his mods and reported it to djarcas and apparently it will be fixed in next game
So by changing that hard 25 in the code so it instead reads the member field STORAGE_CRATE_SIZE of the crate it dropped the cargo of to it will work even for crates that store more then 25 per block.
These changes needs to be made to all 3 mass storage port machines code. (MassStorageInputPort, MassStorageOutputPort and StockPort) and the check is in UnityUpdate() since it has to do with the visual movement of the entity.
drones ignored me and nothing changed,
or drones flew into the cosmos and never land,
or drones totally lost their graphics and were invisible and the speed didn't change
so I dropped this idea ;d
In vanilla only frozen factory port and freightcarts seem to be reliable for very high mass storage
there is mod with similar effect
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2031809905
noone wanted mod for output ports so it's only stocking
I don't know if input/output ports work with better stuff like matter movers/freightcarts
No idea how the stocking/input/output ports work because I'm always using the FF port for MSS because they are instant
But iirc input/output ports are in the list of Mothballed stuff(aka outdated stuff, kept only for compatibility issues, otherwise it would be removed), because stocking ports do everything those 2 can and even more, so it basically replaced them
Why use input/output over the stocking port?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2031809905
but the code of freights is soo spread it's hard to find anything so I would like to not mess with them
If test goes good or there will be only minor bugs then I will plan to allow usage of this on multi
I actually prefer it like that, one has to use the system as intended then, one can't easily cheat out the items, so to speak, but it's a matter of opinion of course.
I can test it though, just have to get my buddy online :)
I'm on the FCE discord by the way, username "Max", have tested and reported a number of mod bugs already, lol. Some huge exploits in this game I came across accidentally.
Apparently dev planned to add this "Q" feature, but abandomed idea
Thanks to that there is partial multiplayer support
I have just tried to make use of it
Since it's only partial I couldn't fit full feature
I don't have server so would it be possible for you to test if it works?
It would be nice if during test there would be at least 2 players on server (situation where second player is close to mass storage and situation where second player is somewhere far like 100 blocks away from mass storage)
on singleplayer you are host (yeah, on SP game sees it as server with 1 player), when you host throught in-game system you just allow others to join you
on dedicated, the server is considered host, so basically noone is host
this way people can't use it to dupe
I will simply remove it from our server for now. I appreciate the effort and all your other mods as well, thanks!
I know how to do this for totally modded machine, but I think I can't do that for machines which are partially vanilla partially modded (harmony doesn't have such option)
I will disable this feature for the MP clients and leave it only for host
Or others like CTRL+Q, shift+Q, ctrl+shift+Q have the same issue?
This happens also now on the vanilla converted MK1 mass storage piles.
No idea how it turns out tho
Give steam 5-10min to update the mod
Don't forget to update server mods too If you don't have automatic update for server mods
So far these are the only items that are duplicating on destruction. I have found other item duping methods but when accessing hopper and such, not like this one, so far it's the only one and we are using many. I throw the extra out, I don't like cheating.
Here is our mod list: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1668698670
MK2, MK3, MK4 don't have handbook, apparently game hijacks description of MK1 and inputs them to modded ones
This mod doesn't affect anything server-related nor drop/pick up code so no idea what's the issue, and totally no idea where to look for it
(Do I understand right? Destroying one MK2/MK3/MK4 crate gives 3 MK2/MK3/MK4 crates when one pick them up)
While not so important the handbook info shows MK4 as storing 25 items / block http://prntscr.com/s2te2w .
When you pick one up you get three so you can "item dupe" just by replacing and picking them up again, this behavior is on a dedicated server.
MSB are now multiblocks, you can't break them by accident!
I have updated the "Q" feature and added it to display when you look at machine.
I have changed the "storing" information for not-stacking items, now it says name of item, if there are mixed multiple types of items then it just says that there are multiple.
Fixed potential crash
Added different holobase displays for each tier
Changed the display of stack height, right now it is: CurrentHeight/RequestedHeight (Max)
And finally not stacking items are able to go higher than 1 stack! In this one I have missed 2 locations... Code for this is stored in 8 locations ;-;
Code for just this feature takes 3/4 of mod :D
Currently there is small graphic bug -> if you input more than 1 stack of items and then decrease max stack (so it's less than the current stack), the gami will visually decrease stack and say that it contains less items. As long as you don't output everything from the lesser stacks, there should be no problem.
Currently working on fix for that.