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报告翻译问题






I'm still thinking about this mod and will get to it in time. Been pretty busy at work recently. When it slows down I'll have more time to look at this.
Just always have other things going on in life when it comes to prioritizing for the littler fixes/etc.
For the negative pathCost, the idea is it reduces the pathCost of any given tile to the lowest it can within the area I edit it given whatever value you assign. I believe, normally, if you put a negative number this results in a lowest possible pathCost of 0, but its been a while since I looked at it and other potential factors might make it greater than 0 for some reason. But 0 is the theoretical lowest pathCost for a tile which is essentially the "resistance" of that tile when it comes to speed/pathfinding.
For the mod settings UI freezing thing. It worked fine the last time I updated this mod. It could have been broken by some further patch of the game or some patch of some mod people are using for mod settings, I dono. I'll have to take a look when I decide to allocate time to this.
1. People mover tiles say 100% walk speed when I hover the mouse over them (mod is on default settings). The string of tiles starts with a power people mover hub that is facing the same direction. Am I bugged or am I missing something?
2. Opening mod settings and trying to adjust anything freezes the menu and cannot exit from it.
Feel free to lmk any more ideas.
Seems to be some sort of cacheing issue. If it happens to you it seems a quick restart fixes it. Will work on figuring out a solution.
It also does the same for Clean Pathfinding 2 where it transpiles into one of the same functions it does and makes it so CP2's patch isn't applied.
Essentially that mod is overhauling the pathfinding system, and my mod works off editing the vanilla pathfinding system.
I tried working on a patch for it, but after looking at it for a couple hours and coming to a lot of dead ends I decided to let it rest for now.
I'll add these to the incompatibility list in the description until further notice
- generated on asphalt road map (no error, road is generated)
- made mover setups in each direction attached to power (geothermal gen has the movers subtracting power)
- had a pawn walk forwards and backwards on each of them (which worked)
- deleted the power hub and walked on it to see the other tiles now don't do anything as they are unpowered
- replaced the power hub and walked on it to see it works again
- deleted the source of electricity so they go offline, walked on them to see they don't work, replaced electricity, they now work.
- saved the game, exited the game entirely, rebooted the game and then loaded the save. movers still work.
I'll look into what @Zacky 0.0 said about Biomes Core and Biomes Islands mods being incompatible for some reason.
Fixes:
Fixed error on map gen for asphalt roads.
Movers drain power now instead of supply it.
And unlike last time the movers are working with this change, or should be.
Tested it 4 separate times, before and after uploading.
My pawns never go faster than 100%
I put down a hub, it's connected o power, then I put down the chain of mover tiles, but no speed boost. Any ideas?
Node cost overflow for Nestler pathing from (150, 0, 233) to Thing_ComponentIndustrial2299209.
With the Biomes mod the people mover is just like a normal floor I just got the time to know the culprit lel
So, I need to add some spaces outside of the entrances?
The pathing of the pawns is finicky since the game wasn't coded with something like this in mind. No matter how much I prioritize the tiles, some setups will have the pawns doing suboptimal routes. The mod can require finesse on your part to make a path that the pawns will actually take correctly (ex. the gif above has single tile concrete breaks in the lines since pawns coming out of a room on the right side would sometimes walk on the concrete to the right of the conveyors since they didn't want to walk over the "wrong-direction" conveyor to get to the "correct-direction" one.)
If it's a bigger issue you'll have to show me an image of your setup or a savefile and I can see if I can replicate your issues. I've already done this at least once before which is how I found out about the regional pathing issue.
The more examples I get of setups that act weird, the more I'll be able to see if there's a way to fix it in the code somehow.
But yeah take your time, thanks again :D
You're right. I tested it several times before doing that update, but I guess I missed this somehow. Seems under some circumstances it will work, and others it wont.
I couldn't figure out a solution immediately, so for now I've reverted my last update until I can dedicate some more time to it.
So the glitches where 1. map gen breaks on asphalt roads and some others and 2. the movers actually supply power, not drain it, are back.
Best reports come with steps to recreate it, especially if it's only my mod in your mod list or some other mod as well if it's conflicting with it in particular (if I can't replicate your error then there's no way for me to fix it lol). That and hugslib logs are usually helpful.
I don't really know how to test the "resources of the workstation" since I don't really know what that is,, but I fixed a null reference error that was happening on map gen (asphalt roads and ancient threat now work.) so that might have fixed that as well.
Fixed the mod settings not saving.
Also added customization of the wattage of each terrain and the hub.
I did 2 updates today (which steam sometimes has trouble with) since I missed something when I did this update the first time, so hopefully steam updates correctly. Nothing mod breaking, just if you changed the wattage of the hub and then placed a new hub it wouldn't have the new cost (unless restarting the game), but upon opening and closing the mod settings (after placement) it would correct itself. I fixed it and updated the mod; hopefully steam auto-updates people mods correctly.
Anyways I am back to ask to why the mod resets to it's default setting (like the movement speed going back to 150) cause yeah I wanna go f a s t (also it somehow lag if I set it to go much faster)
Yeah, that's why I wanted to make it to begin with. I had all these cramped bases and wanted to not be constrained in my build decisions by the walkspeed of the pawns.