缺氧
Customize Buildings (more capacity, less dupes)
1,877 条留言
SparkZhao 8 小时以前 
System.Exception: Sweepy_Sweep replaced 0 constants, instead of 2
SparkZhao 8 小时以前 
It doesn't work now..
Fumihiko  [作者] 16 小时以前 
Robo miner should work now. I tested with both settings turned on.
Oniwabanshu 10 月 8 日 下午 4:41 
@Fumihiko This probably doesn't have to do with your mod, but now that i set the limit to a ridiculously high number (1000 tons) the kg symbol goes a bit off. Like clipping on the side.
Warmaster7Death 10 月 6 日 下午 12:44 
I do not use the "robo miner work through glass tiles" normaly. This is how I noticed that Abyssalite and harder things does not get targeted, because once the miner(s) had mined everything before the Abyssalite, they would stop mining due to lacking targetable material block, even though the Abyssalite was well within range.
Then on a whim, I decided to activate "robo miner work through glass tiles" (which prompted a restart) and reloaded my save. The result was that the Robo Miner was digging everything within reach beyond the Abyssalite, Obsidian and any other material that has a comparable hardness or higher, INCLUDING Neutronium. I do not have a mod that modify Neutronium, which is by vanilla rules untouchable, yet the miners shoots past them like they arent even there...
Fumihiko  [作者] 10 月 6 日 上午 11:28 
Klei changed the routine. Had to rewrite the whole thing. Possible I screwed up the conditions.

Aren't your two points just the same one? If the robo miner considers 150 as transparent, if would be ignored by the hit test and therefore not be mined.
Warmaster7Death 10 月 6 日 上午 10:02 
Hi,

The Robo Miner refuses to mine Abyssalite (150 hardness) or anything harder even though the "robo miner can dig any material" setting is enabled.

I have not played this game in a long time but I perfectly recall that before the last few DLCs that came after Spaced Out, the Robo Miner could dig through anything if the setting from your mod was enabled for it. Except of course stuff that was built by duplicants like floor tiles and so on... Has something changed on the mods end?

Another thing I have noticed is that if "robo miner work through glass tiles" is enabled, the Robo Miner will dig through the same materials that it will not dig (E.G. Abyssalite, Obsidian)
Oniwabanshu 10 月 6 日 上午 9:19 
I freaked out for a moment... it wasn't enough to add the code, i had to set the "BuildingAdvancedGlobalFlag" flag to true as well.
It is working now!.

Thank you very much =)
Oniwabanshu 10 月 6 日 上午 8:09 
Talked too soon, i will do some more tests.
Fumihiko  [作者] 10 月 5 日 上午 1:28 
Should work now. Please let me know if not.
Fumihiko  [作者] 10 月 5 日 上午 12:56 
Ah. My bad, I forgot that Type.GetType requires the assembly name. For 3rd party components, I will need to change something in the mod.
Oniwabanshu 10 月 4 日 下午 2:37 
I'll stop bothering you cause i still don't know what i am doing wrong, i replaced everything inside "CustomizeBuildings.json" with the line of code, and i get the same error, but my custom settings are now gone.
Anyway, my most sincere thanks for the mod, it is without doubt one of the reasons this game is enjoyable to play even after all the days i have poured into it.
Fumihiko  [作者] 10 月 3 日 上午 1:09 
So you do not know. I mean you delete everything in that file and put in that text. Yes, it looks small, but the mod does not care for missing stuff. It will just use start values.
Oniwabanshu 10 月 2 日 下午 11:38 
Welp, i tried merging it to the existing setting and got that error lol, i did end up missing something.
I and sorry I don't really know what you mean by "whole configuration".

And thanks a lot for the help btw.
Fumihiko  [作者] 10 月 2 日 上午 8:56 
No, it's the whole configuration. When you run this, it will fill out the missing stuff (albeit setting it to start values).

You can also merge it with the existing settings. Assuming you know how to handle json.
Oniwabanshu 10 月 2 日 上午 6:10 
It looks like this:
https://imgur.com/a/7zpS4I1
Oniwabanshu 10 月 2 日 上午 6:05 
Thanks @Fumihiko!
But i am not sure where to put that lol.
I put it in at the end of CustomizeBuildings.json
i got "CustomizeBuildings encountered an issue with your configuration: HaulingPoint: Component type does not exist: HaulingPoint"
Tika-96 9 月 28 日 下午 8:15 
Hi !

There is something not working with the settings for the energy consumption of the transit tube access. I reduced both values to a quarter. But even after a full charge the access point is complaining about insufficient power.

Would be nice if you could look into it. Thanks.
Fumihiko  [作者] 9 月 28 日 上午 5:25 
Use this as your config.

{"version":1,"BuildingAdvancedGlobalFlag":true,"AdvancedSettings":{"HaulingPoint":{"HaulingPoint":{"totalMaxCapacity":40000},"Storage":{"capacityKg":40000}}}}
Oniwabanshu 9 月 27 日 上午 9:09 
Hello,
Would you please add support for "Move This Here":
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2667816955 ?

I haven't been able to increase the amount being requested (capped at 20 T).
Sgt_Imalas 9 月 22 日 下午 1:56 
I can send you a PR with the mod-compatibility improvement for the config if you want
Fumihiko  [作者] 9 月 22 日 下午 12:33 
Nah, I don't care. Don't sweat it.

BuildingDef reads this during initialization. That's exactly what I said. I don't know what your mod does, so I don't see why you need that field. But that's fine, there is a lot of things I don't know :)

About the config. This mod was my first C# project and I did start in beta where there was not much to go off from. It's true that the code could be cleaner.
Sgt_Imalas 9 月 22 日 上午 9:35 
see here [github.com] for an example of singleton config implementation, properties there are accessed via "[ConfigClassName].Instance.[Property]"
Sgt_Imalas 9 月 22 日 上午 9:33 
* static method or property
Sgt_Imalas 9 月 22 日 上午 9:33 
> MAX_WATTAGE is a unique field in the steam turbine definition, which is nowhere else used. The game does not read it (after initializing) and there is no reason to use it

that is incorrect, it is read in the BuildingDef method of the steam turbine.

setting the variable instead of patching the steam turbine would remove the need for that patch and offer easier compatibility with other mods that reference the variable.


aside from that, it would be really nice if your config class would offer a static variable that returns the config instance, reflecting for it in its current state is unnecessarily painful [github.com], as it doesn't use the standardized Plib.SingletonOptions implementation
WolfDK 9 月 22 日 上午 9:19 
Sorry if my first paragraph irked you, that was not my intention. I do fully understand that that i is not feasible to do on all buildings, and not all mods respect adjustments made by others.

Also did not know it was never used in the Games code after initializing. That said it is a field that other mods knows exist, so it would be ideal if it was adjusted too, for maximum compatibility.
Fumihiko  [作者] 9 月 22 日 上午 8:23 
It would be absurd to patch every property for every building. That would be so much code. When instead I can just change the definition after it is set by the game. CustomizeBuildings does allow you to change all the definitions from all buildings, after all. My approach also means that it will work for all buildings created by other mods.

It may not work, if other mods simply ignore the values or overwrite them again, after I set them.

MAX_WATTAGE is a unique field in the steam turbine definition, which is nowhere else used. The game does not read it (after initializing) and there is no reason to use it. I can set it, if you like. But without reading their source code, I cannot know if that makes a difference. Again, they (any other party) could simply ignore the changes.

I want to stress that there is no perfect way to handle this. Your first paragraph makes it sound like I use a wrong way. I did not. Neither did Imalas.
WolfDK 9 月 22 日 上午 7:44 
It would be highly appreciated, if adjustments to buildings were done as much as possible in such a way that other mods that scales of a base building effected by this mod, would be effected as expected.

In my case i am looking at the Steam Turbine, which is not altered correctly for Custom Generators to scale of it. That mod is part of Ronivans Legacy.

According to Sgt_Imalas, in the case of the 'MAX_WATTAGE', it should overwrite the static float of the 'SteamTurbineConfig2 class, instead of tinkering with the building definition. Not sure how, if possible, you could make any of the other adjustments to intake / output (element & heat) available for other mods... Sgt_Imalas might have some ideas...
非洲难民 9 月 17 日 上午 10:00 
With the conditioner absolute output option active, it seems that both the two conditioner can only process twice as much as the standard pipe throughput each time, regardless the heat output limitation. I test it with Ronivan's high pressure pipe. Could you have a check for it?
zaunfinkrc 8 月 24 日 上午 11:42 
I'll try both options out and see which works best, thank you very much!
MiserableGamer 8 月 22 日 上午 7:43 
I use this sensor, works great!
Jaggid Edje 8 月 20 日 下午 12:33 
@Zaunfinkrc, you might be interested in another mod that adds a duplicant room sensor for situations where the motion sensor's range is too limiting. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1921058858
Fumihiko  [作者] 8 月 20 日 上午 9:26 
"Advanced": { "LogicDuplicantSensor": { "LogicDuplicantSensor": { "pickupRange": 5.0 } } }
But this won't change the visualizer.
zaunfinkrc 8 月 20 日 上午 9:17 
I've got another request: could you add a setting to add a range slider to the dupe motion sensor? I'm often missing like one tile to catch two buildings and it sucks. (Unless that is stupid complex, then disregard).
Fumihiko  [作者] 8 月 11 日 上午 7:56 
You could add logic to split the storage like with solids, but I never looked into it. Then this would never happen.
If you remove the limit or modify it, you would have to deal with rounding issues. Creating weird glitches, where adding or removing tiny chunks won't register.
Jaggid Edje 8 月 11 日 上午 7:49 
@Fumihiko, are you sure that's still the case? There are several mods which add reservoirs which have a capacity much greater than 100 tons that don't have that issue.

I use the custom reservoirs mod, for example, and can set them to hold up to ~900 tons. Anything higher causes the issue you describe, but that's still a lot more than the 100 tons you mention.
Fumihiko  [作者] 8 月 11 日 上午 7:40 
In config, the values are float. You can set an immense value like 1e+30. It also takes infinity or negative-infinity. I never tested that.

For reservoirs that is capped at 100t, because the game will scrub any collection over 100t. Solids have logic to split into 25t stacks, but liquids and gases do not. In the past people had all their water disappear when they had 100t. Now there is a limit in the mod.
Ace 8 月 10 日 上午 7:55 
Is there a value we can set in the config to set the storage amounts to infinite or unlimited?
MiserableGamer 8 月 10 日 上午 7:44 
I'm really loving your mods - I've been able to remove a load of other smaller ones as a result!
MiserableGamer 8 月 10 日 上午 2:51 
It's ok, I just worked it out - thanks anyway
Fumihiko  [作者] 8 月 10 日 上午 2:49 
It exists. But it is too complicated for 99% of users. So I will not even try to explain.
MiserableGamer 8 月 10 日 上午 2:43 
Can we add our own custom tunings for buildings? I want to increase the Water Sieve capacity
Fumihiko  [作者] 8 月 10 日 上午 12:10 
Downloads here [github.com].
Diablo7 8 月 9 日 下午 12:27 
It still happens to me. Maybe the mod hasn't updated properly?
Fumihiko  [作者] 8 月 9 日 上午 8:42 
No effect. Would not be usable otherwise.
MiserableGamer 8 月 9 日 上午 8:16 
Is the Pneumatic door effected by this setting, or does that still allow gases to pass?
Fumihiko  [作者] 8 月 9 日 上午 7:28 
Fixed by skipping the cell update while inside a door. The temperature exchange stays at the last non-door cell.
Fumihiko  [作者] 8 月 9 日 上午 6:55 
It happens because the door is made from a high conductive material and the material stays there. It's not vacuum, but instead e.g. copper. So the dupes temperature quickly drops.
If you make the door out of insulation, it won't happen. Kind of annoying.
Fumihiko  [作者] 8 月 9 日 上午 1:24 
I see, it happens if they walk through multiple doors or pick up junk while standing in a door.
Kaedys 8 月 9 日 上午 1:19 
I feel like it always has for me. I mean, the debuff for "chilly surroundings" is new as of the Frosty Planet Pack, it wasn't a thing before that, but I feel like my dupes have always complained about the atmosphere when standing inside a door with that option on.