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报告翻译问题






@DerFreshDachs: That's an issue with the vanilla container system, which my addOn hooks into to add more cargo and locations to collect / drop off. Sometimes the game bugs out and doesn't delete delivered cargo.
@eagle: It's not abandoned. The in ground spawning is nothing I can do anything about, the cargo spawn zones are already above ground. Might try to set physics to high in the setting, only thing I can think of.
Not a massive deal. Great mod
Well, what needs updating?
Usually you can start with one of the train shed outposts, which allows you to spawn land vehicles and trains. Sawyer North terminal has a train shed workbench as well as ship workbench close by, it's a decent starting location.
If you plan on a career run you can start with a small boat and hunt for lootcrates (instant money and research) and do easy missions until you can afford a better outpost.
How are you supposed to move the cargo onto a ship when there are no land vehicle workbenches? For example, we're at the Sawyer Freight South Terminal and we only have the ships workbench.
Tested a few spawns, works again!
Gonna give it a look, thanks for the headsup!
For new saves the cargo types already have the biome=main tag, as Zizo hinted towards on comments page #2.
There must have been some undocumented changes with the cargo trailer update 1.13.2 causing this.
I've encountered pipe deliveries to Clare Airfield and South Donkk Rail Freight Terminal for which no location markers exist on the map, neither Clarke Airfield nor Spycakes would work either. I also failed to deliver an Item to TT Outpost. It just wouldn't trigger the delivery
The devs sure don't care for fallback values...
Programming 101, really.
Can't say I'm surprised, heh.
This is due to a new constraint added in the Default Cargo Missions script line 333:
if selected_cargo_package.cargo_type == "container" or
(selected_cargo_package.cargo_type ~= "container" and
cargo_terminal.biome ~= nil and
cargo_terminal.biome == cargo_terminal_object.biome) then
is_type_match = true
end
Thanks for letting me know, gonna fix it in the next few days though I think the sign posts are deliberately set as vehicles, otherwise the sign wouldn't flap in the wind, at least last time I checked. Didn't launch SW for roughly 3 months now. Gonna mess with the new missions/pot fishing once released.
Cheers
Btw great addon. I came back after 2 years not playing and happy to see this is still functional and updated :)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3154122989
Cargo can bug out and cease to spawn, try making a new game and make sure to select the addOn in the options when creating the new game.
Honestly though just knowing that this mod is working again makes me want to boot up the game again, I really did enjoy making boats and helicopters to transport all the different cargoes that this mod offers.
Thanks for the great mod :D
I can recall a brief period where stuff wouldn't spawn properly, was most dominant for the crab cages not spawning at all, then it fixed itself after some update without any doing on my part.
Currently there aren't any spawn issues I'm aware of.
It's very physics intense due to the high cargo spawn amount.
Never had any performance issues on my previous rig, which was an i7 4770K from 2013 and a GTX 1080 from 2016. Even less so on my current, more recent rig.