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The no.2 was really the issue of energy cell, plus some delay in the analysis you mentioned in another post.
1. The cycle start is independent for anything.
2. There are no limitations. Consider the lag from analysis to ware transfer (see previous comments). The most likely problem is still a lack of energy cells or small storage.
3. Proportional to demand. Method - manually specify the allocated storage amount for each ware at each station. For example, 100k units in two consuming factories and 200k in the shipyard, then a [completely empty] shipyard will receive half of the produced ware and each factory a quarter.
1. Teleport Frequency: How often does the ware teleportation check run? I sometimes notice a delay of 7–8 minutes between logged teleportations, even when some of my stations are clearly in short supply.
2. Volume Limitation/Scaling: The system worked perfectly when my volume was low. Now that I have many stations and much larger production/demand, I see finished products piling up at producers and not being sent out to my shipyards via teleport (though ship transport still works). Is there a hidden limitation on teleportation volume, capacity, or the number of items that can be moved per cycle, even with sufficient Energy Cells?
3. Consumer Allocation: How does the system distribute a produced ware among multiple consumer stations (like several Shipyards)? Is there a method I can use to reliably balance the inventory across my different shipyards?
Great mod, thank you!
i had used a cheat to complete all research, but although all the research was complete, there were open missions i had not completed. because of that, this mods research would complain that there was still active research, even though there wasnt.
the solution was to complete two quests i had open: do the race for the engine parts (engine I research), and teleport the HQ. once i did those two things i was able to finally start research.
I can't guess why you need this, nevertheless.. The teleportation trigger is a time loop (5..10 min). The processing is made in 3 steps: 1) creation a snapshot of all trade offers of stations with a catcher or dispatcher module; 2) calculation the teleportation plan (batches of wares); 3) execution the plan (changing the contents of the station storages). All three steps are divided into substeps and distributed over time to normalize the load on the game engine.
The only thing worth considering is the delay of several minutes between the analysis of the trade offer and the actual transfer of the ware. For example, at the time of teleportation, there were 200k ware units at the factory, but only 100k were sent, although there are still consumers. This is because of there were only 100k units at the factory at the time of analysis.
Please read the description and other comments, there are quite a few clarifications on the work already covered.
Cheap modules doesn't mean negligible. To build S and M only modules you need ~225,000 m3 of materials. Haul them manually is not much fun.
If they build ships on an industrial scale and then these ships fly to the other end of the map, then something went wrong.
2. S and M fabrication modules are, as far as I understand, early stubs from Egosoft that made it into the game release. My modeling skills were only enough to add landing pads, but nothing more.
Is it intentional that you can build the S and M only with universal, the L only with terran and the XL with nividium?
It would be nice to have universal and terran (+maybe some nividiums as additional requirement)
For the S fabrication module I think it would look better if the "holes" would be closed (and maybe two additional S docks).
And for the M fabrication bays I would like to see the Docks reduced to two and placed between the two silver "bars". Or simply turned by 90° because they are bigger than the module.
Eather way thank you for creating this mod
It just dosnt procede.
Is this a knowing bug?
1) No. For me, the meaning is more important than the form. Replacing the module will break subscribers' existing construction plans.
2) No. Already answered. See the comment on 21.11.2024.
PS: But nothing prevents you from doing it yourself. I have already written several times how to make a mod's fork and tune it for yourself.
1) Is the transportation performed by a separately assigned miner-trader (buy/sale limits, blacklists, trade rules are set correctly).
2) Is the destination station consuming (ore/gas processing modules are present).
3) Are dispatcher/catcher modules built at the stations.
4) Is there sufficient energy (there are more than 10% of the total volume of energy cells in the sending station's storage).
Tried with each of them (ore, silicon, ice, hydrogen, helium, etc) and none of them are teleported.
Energy Cells are teleported fine, as well as other goods.
Game version 7.50
Slightly changed the description.
" In contrast, ships purchased from faction wharfs come with a 10-fold markup (original game behavior, just count it yourself). Nevertheless, player still need to purchase blueprints at full price and don't forget about earning higher rank licenses."
Your trying to convey that this is default but it being stated this way in the description of the mod if being read with a different mindset than it was written can imply the opposite. It may be better to remove this from the description all together?
Anyway, Thank you for your time, clarification and the excellent mod!
I have no idea where in the game the pricing multiplier for the player at NPC shipyards is coded (maybe even hardcoded in the exe file). Therefore, I can not reduce the cost in any way.
To clarify, all shipbuilding modules work the same as the full featured ones, except for the inability to create ships for NPC factions.
PS: I have already answered the pricing peculiarity at NPC shipyards/wharfs in the comments earlier.