Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
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...
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.
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)
It is working now!.
Thank you very much =)
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.
I and sorry I don't really know what you mean by "whole configuration".
And thanks a lot for the help btw.
You can also merge it with the existing settings. Assuming you know how to handle json.
https://imgur.com/a/7zpS4I1
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"
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.
{"version":1,"BuildingAdvancedGlobalFlag":true,"AdvancedSettings":{"HaulingPoint":{"HaulingPoint":{"totalMaxCapacity":40000},"Storage":{"capacityKg":40000}}}}
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).
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.
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
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.
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.
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...
But this won't change the visualizer.
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.
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.
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.
If you make the door out of insulation, it won't happen. Kind of annoying.