安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													







"upgrades "Flatland" mode"
mod can't upgrade it if you don't have it
Since I can't test it, you would have to test if the height change works (and the spawners spawned at -255 would stay intact, so you might end up with double spawners in some places)
Another weird part of cryoplasm spawners is that...
My program for .dll mods can't read the whole code o-o
Literally there are just holes in code in some places (sometimes they are visible, sometimes they aren't visible)
So if there is such stuff in cryospawners height code then it might also cause unexpected stuff
The spawner spawn height can be changed (to make it spawn at -262)
For the cryoplasm code -> long story short: it's weird and I wouldn't want to mess with it
It prefers to spawn high up (this way the fluid cryoplasm can fall down etc)
But when it tries to spawn cryoplasm on cryoplasm then it goes towards the magmabore (if no magmabore then goes towards CCCCC)
If those machines are under the current spawn height, then it decreases the spawn height (and later increases it again. lowers again etc etc)
Just build platform and place defenses on platform so it shoots the cryoplasm? (don't you need to do the same in normal FF? Just the fact that hole is smaller and that you have platform/floor already makes it muuuch easier)
The cryoplasm restart at the game restart was reported multiple times in vanilla games ;D
Noone bothers to check what causes this
Personally I guess
that people force quit the game before CCCCC is able to safe which cryos are destroyed (it doesn't save it immetiadely, I think it saves it when you start to leave game)
or that the CCCCC save file corrupts
or that the cryoplasm spawners spawn before CCCCC manages to load the list of destroyed corners (maybe CCCCC is disconnected from CPH?)
All flatland worlds are like this
I have checked code and it says "height 0" so I guess dev screwed up the -2 elsewhere so I didn't mess with this
It's not enabled by default because it's just visual thingie and effect on performance is average at best
I have used Powerless Light MK5 during screenshoting.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2025746854
To the point of being uplayable... As you can see on my screenshot there were bugged ungerated textures visible.
Also while testing that I have found out that "caves" are generated inside of magma too lol
Because of that the magma ocean isn't 100% flat, but has holes