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报告翻译问题






New mod should be posted soon.
Quick look shows that is likely why the DLC buildings are not showing in the menu.
Dev says looking at better way to handle multiple mods with ui.json.
Sorry about that, will have a look at DLC impact on it.
It might take me a few days though.
It hides/mangles all the DLC content. In the expedition tab, floating watchtower gets a "no icon" icon and will not collect resources. On the buildings palette, the DLC buildings won't show up.
It was a text bug (in vanilla/no mod on Large Harbours too).
Dev said in Discord fixing it.
In any type of harbour's expedition panel the text "Collect Resources" shows twice.
The upper one should read "Change Expedition Type".
You did expose another issue though. A Large Harbour can gather resources for a regular Harbour (fine), but a Lugger can be assigned that expedition. It should not be able to (b/c Lugger is too large for regular Harbour). Is being fixed.
Hmm, seems something may have changed.
In Sandbox with Harbour, Large Harbour, and SupeHarbour, the expedition resource gathering for all 3 is 8 STONE and 4 PLANK (which is for a regular Harbour).
Assigned the Expedition at Super Harbour and it built a regular Harbour, which means the Lugger can't even dock there.
Will check into latest build files and maybe message the Dev to see what changed or needs fix.
Will fix when able.
I see
"techs": [ // temp for testing unlock techs
in the techs.json file. Whooops.
Has been that way for nearly a year. (7 Techs are unlocked)
I"ll verify that the published version has this, correct it and republish.
Thanks.
Imagine you had 8 or so other islands coming to one super-harbour, with 5 docks, and many large luggers coming to each.
Those 3 Roadpost Entrances have to handle every resource coming _from_ or going _to_ the Luggers (with a buffer in between inside the Harbour).
Each roadpost can hold up to 4 resources at a time and has, at most, 3 roads (with 1 carrybot each) ferrying resources to/from it. They can quickly be overwhelmed and lead to congestion/roadblocks (angry-frustrated-carrybots-smoking-red).
In theory we could squeeze in 1, maybe maybe 2, more Entrance Roadposts, but it gets kludgey pretty fast.
1) the Odd # (5, 7, 9) is just aesthetics (each Pier allowing 1 Docking on each side) but even # could be done easily enough.
2) The higher # could be done easily enough as well, but gameplay-wise am not sure it makes much sense. Even with the 3 Entrances on this 5 Dock Harbours, it can get congested on a map with high throughput.
it wont work
Just tested in sandbox.
I see an error in the console, but it is warning about vertices- likely for Read/Write settings, but doesn't stop the mod from working (for me).
If given more specific issues, I could look into it.
I was just using it because the images are already there. (along with discussion of that and other mods)
https://media.discordapp.net/attachments/709014516985495583/766649402072760360/24stackbotsLoadingBoats.jpg
https://media.discordapp.net/attachments/709014516985495583/766649226506797076/FullOutgoing.jpg
Green tiles = pathing To/From boats for the Stackbots.
Brown arrows = 3 Entrances
6 White Tiles = Outgoing
5 Orange Tiles = Incoming
Yellow Circle = Printer
Brown w/ 4 Corners = Stackbot "home"
Purple = Expedition _and_ Transport Buffer (a bit cheaty but Large Harbour or Harbour does it).
Technically the brown tiles at lower left and lower right could be used as nothing paths through that.
So the printer could go in the middle and 1 or 2 Stackbot Homes could go there.
Kind of like the idea of spreading the Stackbot locations around.
The dev made a 2 track/platform train station and I've got one with 3 platforms, but waiting on a change from dev to allow the proper ... "slope/pathing" I'll call it ... before publishing.
Essentially for the bots to go to a lower level between platforms so that we can route the tracks off the platforms over them.
I'll look at combining Train Station and Harbour. Should work, but sometimes combining things like that get tricky. I put a combined Harbour/Watchtower out, but there were limits (too detailed for here- but has to do with land ownership and conflict with towers-military being too close restriction).
Hoping to get to re-moddelling for real in a day or so.
For the printer, yes it can be moved, but all spaces are used - Incoming, outgoing, expedition, and incoming buffer. I think the spot you want is an expedition - so that would split expedition into 2 separated tiles/spots which is a bit odd. I'll have to look at it to see what makes sense.
Could you perhaps, in a way or another, add some tracks in that harbor, so that the building acts as a hub or transition point between sea and rail ? This way things loaded from boats can be loaded direction on a train, and vice versa.
Haven't updated the 3D models yet.
(The resource building requirements change is also easy - will try to look in the next day or so).
Yes, "Random Map" can enable mods - 3 modes as shown here. I forgot to mention it.
http://codebyfire.com/colonists/wiki/index.php/Mods#Enabling_mods
I could Create a Custom Map that requires it, but haven't really considered it.
True it doesn't look so good - hence the 3D model discussion below.
If you have any ideas on function, please let me know (e.g. the stackbot printing could be spread out over location more, so that newest bots start loading right away).
Model doesn't look so good but it's fine. "Function over form" :)
I'd like to have a better 3D model for Construction and Built as well, but was waiting (procrastinating?) to see if things settle.