边缘世界 RimWorld

边缘世界 RimWorld

[DHM]ZiplineMod
116 条留言
Hirdman 10 月 15 日 上午 8:02 
ok, one of my paws was "trapped" inside the zipline. xD completely hidden. I think this was the cause.
Hirdman 10 月 15 日 上午 7:34 
It happens specifically when when the line is connected and a pawn travels between, and I keep the camera on it. Almost zero frames. As soon as I disconnect the lines, the game goes up to normal frames.
Hirdman 10 月 15 日 上午 7:30 
I don't understand why. For some reason, the game crawls to a halt when I set this up. I can't for the life of me understand why. Everything slows down massively. I also hear this rapid "clinking" sound "clink-clink-clink". What am I probably doing wrong?
★茨木犬走椛蛮奇★ 10 月 1 日 上午 6:44 
I beg you to release the version compatible with 1.5 again; I don't want to lose my game progress.
정말 정말 부탁드립니다 ㅠㅠ
Drilled_Head  [作者] 9 月 30 日 上午 9:25 
dolto : 저장고모드랑은 맞지만, 픽업엔하울은 호환이 안됨. 모드를 300개 쓰고 있는데, 아직까지 문제는 없음. 픽업은 별도의 아이템컨테이너를 사용하여 작용하기 때문에 어쩔 수 없음 ㅠㅠ
dolto 9 月 30 日 上午 8:23 
좋은 컨샙의 모드지만... 픽업엔 하울이나 저장고모드랑 뭔가 안맞는 부분이 있는듯 싶네요...

적용시키고 즐겁게 플레이하다가, 갑자기 렉이 엄청나서, 뭔가하고 GPT한테 물어보니까, 재료를 운반하려고 했는데 해당 재료가 증발한 사태라는 에러였고, 모집 후 물건을 수동으로 집은다음, 버린 후, 모집 해제를 하니까 제대로 플레이 됨...

이후로도 아주 잠깐 틱이 막 40정도 되는 순간이 있었는데, 무시하고 즐겁게 플레이하다, 종료후, 다시 들어오니까, 유니티 에러뜨면서 불러오기가 안되더라구요... 해당 모드를 빼고 다시 불러오니까, 세이브가 깨진 상태지만, 불러오기는 되고...

어쩼든 세이브가 터져버렸으니... ㅠㅠ
Prettymuchblue 9 月 28 日 下午 9:21 
Thanks! @dewa and @UB-32 thought I was going crazy couldn’t find the zip line to build turns out the name file was the issue!
Dewa 9 月 24 日 下午 8:28 
For anyone needing to rename the Defs folder, go to

[whatever disk your rimworld is installed in] > steamapps > workshop > content > 294100 > 3485689998 > 1.6
unclefood 9 月 24 日 上午 9:06 
Cheers <3
Drilled_Head  [作者] 9 月 23 日 下午 11:43 
UB-32
If changing the folder name doesn’t cause errors for other users, I recommend changing it directly.

一空输,出动!
With the latest update, the restriction regarding nearby buildings has been removed.

unclefood
This issue has been fixed in the latest update.
UB-32 9 月 14 日 上午 7:08 
This doesn't work out of the box on native Linux rw because the "defs" folders need to be called "Defs", due to case sensitivity
Renaming it by hand makes it work
Pls adjust
一空输,出动! 8 月 31 日 上午 7:13 
If I want to remove or reduce the restriction of building zip-line tower near buildings, can I make it through modify the XML setting? If it is possible, where or how should I change?
unclefood 8 月 22 日 下午 3:43 
Colonists carrying corpses while trying to use ziplines seem to randomly 'lose' their corpses when hitting a transferring zipline hub mid-travel. I've had it occasionally happen with both hunted animals and enemy pawns, not sure if it's happening with other non-corpse items.
Dewa 8 月 10 日 上午 4:50 
[Likes earned for your zipline] 👍
Drilled_Head  [作者] 8 月 10 日 上午 1:32 
lylacafe137 : 림월드의 job 구성방식이 일관적이지 않고 job마다 타겟이나 이런게 다 다르게 구성되어있어서 모드로 추가하거나 하면 버그가.... 추후에 업뎃할 때는 이런 부분 최대한 개선하려고 하니 많이 응원해주세요 ㅎㅎ
lylacafe137 8 月 10 日 上午 1:05 
아쉽군요. 그래도 모드 자체가 너무 컨셉이 좋아서 버그 있어도 빼지를 못하겠네요 ㅜㅜ 참고 쓰겠습니다 다른 모드들도 구독했습니다 추후 소식 있으면 또 소개글 올려주세요 ㅎㅎ
Drilled_Head  [作者] 8 月 9 日 下午 11:12 
lylacafe137: 모드충돌인것 같은데... 보니까 잡을 추가하거나 변경하는 모드, 트윅이 있는 경우 오류가 발생하는 것 같아요. 추후 짚라인 시즌2를 만드려고 합니다. 그때 사용바랍니다
lylacafe137 8 月 9 日 下午 7:47 
아래 댓글 관련 모드 리스트 첨부합니다.
https://gist.github.com/harry6661/8462ae78110657307cceeae5a2496b08
Dj0z 8 月 9 日 下午 7:38 
Also:

-A Hauler mechanoid was at one point stuck trying to empty the Mech Charger. It took the Toxic Wastepack there, used a zipline, but dropped the Wastepack exactly on the arrival Zipline column. The Hauler then tried to pick up the dropped Wastepack, and got moved by zipline somewhere else. Then it repeats.

-Back to the scenario where a prisoner is waiting for a surgery, a stack of medicine within a zipline's radius was causing any pawn who tried to haul it, to be pushed back into the medicine's tile. They were not standing but trying to walk away with the medicine. It was like a forcefield.
Dj0z 8 月 9 日 下午 7:31 
So this is super cool and convenient when it works, but I have noticed the following issues :

-A pawn wants to operate on a prisoner. The pawn places medicine next to the prisoner's bed, then uses a zipline to quickly go get the prosthetic. Then my animals trained in Hauling immediately come and haul the medicine away. Then all of this repeats. It's like the medicine next to the bed no longer counts as reserved by the doctor pawn as soon as they hit the zipline.

-Pawns using a zipline disappear from all management tabs, like Work or Schedule. This lasts for as long as they're on the zipline. This can lead to misclicks : You want to change a work priority, but someone uses a zipline so the list gets messed up, and you click another pawn's priority.
Drilled_Head  [作者] 8 月 9 日 上午 12:14 
lylacafe137 : 모드리스트를 알수 있을까요?
lylacafe137 8 月 8 日 下午 7:35 
안녕하세요, 소개글 보고 왔는데 제 생각에 앞으로 필수 모드가 될 거 같은 생각이 듭니다. 좋은 모드 만들어주셔서 감사합니다. 의류작업대에서 짚라인 2개(기기는 3개, 라인은 2개)를 타고 이동해서 목재를 가져온다던가 하는 식으로 기지를 배치했더니 짚라인 1개를 건너면 폰의 기존작업이 삭제되고 '대기중' 상태가 되버립니다. 즉 기존에 작업하던 것이 유지가 안되고 초기화가 되서, 계속 폰이 짚라인을 반복하는 현상이 있습니다. 안전거리의 문제가 아니고 뭔가 충돌이 있는지.. 도와주시면 감사하겠습니다.
로그는 다음을 참조해주세요
https://gist.github.com/harry6661/91d2a804425c8ec05d9298c21e57749f
Drilled_Head  [作者] 8 月 5 日 下午 9:39 
Dr.Acula : Thank you for your detailed observation. The zip-line pathfinding logic is relatively simple: if any part of a pawn's travel path passes within the detection range of zip-line nodes, the pawn will use the zip-line. For example, if the pawn travels from point A to point C, passing near zip-line nodes, it should trigger usage.

However, based on your description and screenshots, it seems pawns often pass through the detection zone too quickly without actually boarding the zip-line. This might be because the detection radius is set very narrowly, possibly for aesthetic reasons, making it easy to miss triggering zip-line usage.

Adjusting the detection range might improve the consistency of zip-line usage.
Drilled_Head  [作者] 8 月 5 日 下午 9:35 
Sandro de Vega : Thank you for your questions. Here is some clarification regarding zip-line usage:

For a zip-line to work, the entire travel path must intersect within the allowed range of both the start and end zip-line poles.

Zip-lines are designed primarily for short-distance, repeated travel rather than long-distance hauling.

Zip-line poles cannot be placed too close to buildings or under roofs, so they cannot be installed inside storage rooms. Zip-lines serve as travel aids, not means to eliminate travel altogether.

Zip-line poles should be installed along commonly used routes. If fast travel across the entire map is desired, then naturally poles must cover those areas.

I hope this clarifies the usage. If you need further details or examples, please let me know.
Drilled_Head  [作者] 8 月 5 日 下午 9:27 
偷鹤小队的未来文盲 : please read description
Drilled_Head  [作者] 8 月 5 日 下午 9:27 
jacekjrm : Thanks for your detailed feedback. Here's a response to each point:

Mental Break During Work (1.5 bug)
This issue has been fixed in version 1.6. Many important mods have already updated to 1.6, so I recommend upgrading if possible.

XML Settings Clarity
The XML settings are kept minimal and basic by design. Users are responsible for any manual changes they make.

Tower Validation & Compatibility with Dubs Hygiene
Validation logic is under review. However, please understand that it exists to prevent bugs caused by improper placement.

Incompatibility with Washing Jobs (Dubs Hygiene)
The jobs from Dubs Hygiene are currently out of scope. I may consider adding an option to disable certain jobs if needed.

Zip-Line Variants and Spacer Tech
Due to personal schedule, I cannot update the zip-line system for now. The system is complex and written with vanilla in mind. Many users have requested better mod compatibility, and I am aware of this need.
Dr.Acula 8 月 4 日 上午 12:55 
I have the same issue @Sandro de Vega.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3541792729

I basically build a path via zip lines from the main entrance of my base to the front gate where the defense is supposed to happen and build some side paths as well. The idea was to ensure that pawns can get quickly from their bedrooms to the front line when needed. But even during ongoing constructions I can see that the ziplines are rarely used. Sometimes the pawns use them but often only one small section on not all of them even if the path would be much quicker using the ziplines.

My suspicion is that the pathfinding logic doesn't consider all the connected zip line nodes along the path and just randomly sometimes picks one.
Sandro de Vega 8 月 3 日 下午 3:40 
I totaly dont understand the requirements for use. What i could do to make this work? Like... i have pretty big open base. With long distance to defensive position, long distance to outer gate, long distance to place where i wanna build gen lab or atom power plant. But basicaly only way to make those people travel is if they have hauling duty. And where they would haul? They cant do it into storage room bc first, you need distance from buldings to built it. And it cant be under roof. So it can be part of storage. And where they would take resources from? I need to cover my whole map with those poles bc you never know where sh1t lies?

Like... this requirement turn this from cool mod, into 'there is no situation in game to use it".
jacekjrm 7 月 28 日 上午 5:45 
Great mod, but with issues:
1. "continuing work until they a mental breakdown" - still bug exists in 1.5. Its too early for me to play 1.6 without many important mods (which should be standard in the game)
2. XML settings - it should be some explanation about individual parameters. That names are not self-documenting code, it would be better with "<line-distance", and there probably should be just one other parameter <pathfinding-detection-area and probably nothing else (but I dont know I wasnt coding it)
3. I need to disable validation for building towers, a specially when DubsHygiene is incompatible
4. DubsHygiene - its incompatible when colonist needs to wash somebody immobilized, same with new born child
5. Probably there should be some variants of zip-lines, and some spacer tech should be so fast.
偷鹤小队的未来文盲 7 月 22 日 上午 9:49 
Could you pls set an interface in mod settings in games so we could adjust if pawns use ziplines? Seems that the current parameters keeps pawns from ziplines even if their path take extremely long time during crossing rivers and jungles...
内向的人从不外射 7 月 21 日 上午 3:19 
Thanks a lot!
Drilled_Head  [作者] 7 月 21 日 上午 3:05 
内向的人从不外射 : Version 1.6 has fixed it.
内向的人从不外射 7 月 21 日 上午 2:59 
Perhaps the save file I'm using is from version 1.5, which is causing this issue? Have you fixed this problem already?
内向的人从不外射 7 月 21 日 上午 2:57 
When a character goes to work in the field (for example, to operate a deep well drill), if they use ropes during the journey, the character will automatically be given a 'Forced Labor' order. This causes the character to neither rest nor eat while using the deep well drill, continuing until they suffer a mental breakdown, unless the player manually cancels the forced order
Drilled_Head  [作者] 7 月 21 日 上午 2:52 
内向的人从不外射 : What exactly is the bug that occurs when moving? The bug for deep digging has been fixed.
内向的人从不外射 7 月 21 日 上午 2:41 
I've discovered an issue: it seems that when colonists use zip lines on their way to work, they are somehow subjected to mandatory work instructions, causing them to work incessantly without eating or resting until they reach exhaustion.
admr 7 月 9 日 上午 1:43 
😍😍😍😍
Luto 7 月 8 日 下午 4:37 
개쩐다!!!!:winter2019surprisedyul:
Drilled_Head  [作者] 7 月 8 日 上午 1:50 
admr : 버그 수정했습니다
Drilled_Head  [作者] 7 月 7 日 上午 9:10 
admr : 심층채굴기를 계속 붙잡고 있다는 거죠?
admr 7 月 7 日 上午 6:50 
1.6버전인데 심층굴착하러갈때 짚라인 한번타면 심층채굴기에 자동으로 우클릭 강제작업 지시 내린것처럼 명령내려져서 명령취소안해주면 계속 붙잡고있네요
Drilled_Head  [作者] 7 月 5 日 下午 11:10 
KimPanDan : Version 1.5 was rolled back to the June 2nd update. If it doesn't work in version 1.6, it's your problem. Uninstall and reinstall.
KimPanDan 7 月 5 日 下午 10:15 
In 1.5? It was working fine and then suddenly disappeared.
Drilled_Head  [作者] 7 月 5 日 下午 8:55 
KimPanDan : I didn't modify the xml at all and it works fine for me. I only tested it in zipline mode on vanilla. It's your problem.
KimPanDan 7 月 5 日 下午 8:25 
Or maybe I modified the xml file and it caused a bug when updating. I'll test it.
KimPanDan 7 月 5 日 下午 7:55 
When you click on a zipline in the construction tab and designate a location, only the required materials appear, and the building blueprint graphic does not appear. Clicking on it does not build it. If you place it on a wall, the blueprint graphic appears, but it does not build it.
KimPanDan 7 月 5 日 下午 7:52 
Or maybe the save is corrupted
Drilled_Head  [作者] 7 月 5 日 上午 11:52 
KimPanDan : ????
KimPanDan 7 月 5 日 上午 11:42 
There is an error, it appears in the construction tab but the object is not visible and cannot be installed. It appears when you hover the mouse over the wall.
Drilled_Head  [作者] 7 月 4 日 下午 9:18 
原批一号 : patched