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
							
						
 
											 
													







note: if you dont place the rotation of bridge wrong way it wont work
also at random it wont let you build but just delete blueprint and replace with and itll work again
[Contact me directly anywhere using @parhuzamos if links are not allowed below.]
Source: https://parhuzamos-public.s3.nl-ams.scw.cloud/projects/Autonauts/Workshop/Mods/ConveyorBelt/ConveyorBelt-5ab76ae.zip
Where and how to place Mods in your game: https://www.denki.co.uk/autonauts/modding/
I had used a conveyor belt as a kind of "main bus" (a single belt that my bots just dump all items onto, with bots sitting at the output to sort out all the incoming items). In v1.0 I can't do that anymore, as it only allows a single type of item on each belt.
THANK YOU for this great mod!
I'm planning to rewrite the mod and that is a planned feature together with stopping the movement of all the transported items if the receiving end is full.
As for v0.9 (2022-03-16):
* Blueprint issue noted, in the todos now. I noticed it too but was not so important IMHO.
* Graphics on the belt does not reflect the direction of item movement, yet. They will be rotated automatically in the future. It's almost done.
* Merging (nor splitting) not supported currently, just basic one-lane flow. Unexpected behavior occours if a belt has more than two neighbours, which is "normal" now.
* Bots finding moving items is because of the limitations of the current modding API. Objects being moved can't be disabled and still be made visible (tried ModObject.SetObjectActive, ModObject.SetObjectVisibility together).
* Because of the modding API's limitation, moving objects "slide" on floor level. If the belt is higher than the item being moved (eg stick) it may appear "in" the belt and not on it. Adjusting the belt model could help, noted.
I'm not really sure if this is a bug with the mod itself, but "search for nearest" will locate items on the belt and obviously they will be gone by the time the bot arrives. Seems like an issue with core mechanics, which might not be possible to mod using the current lua API.
Sticks seems to move under the belt, which could indicate an issue with layers.
Despite listing a bunch of issues, I'm impressed and haven't found more issues than I would expect from a brand new mod like this.