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1. Make a backup of the save
2. Edit the save file in notepad++ or some other program
3. Find this <deepResourceGrid>
4. Empty the grid by replacing the whole <deepResourceGrid> </deepResourceGrid> block with this
<deepResourceGrid>
<defGridDeflate></defGridDeflate>
<countGridDeflate></countGridDeflate>
</deepResourceGrid>
5. Load the save
6. Click on ground penetrating scanner or deep drill to reveal resources (there should be none)
Next thing ground penetrating scanner finds something it will be a regular resource (no more underground carpets).
Also tried with dev tools to insta find things and all resources can be found in the ground.
I hope this helps someone to save his save and continue with the current map.
Once again, thanks for all the wonderful floors.
Unfortunately, there is no fix for that other than starting a new save file or using dev tools depending on the severity of your issues (by replacing affected terrain, walls, etc.).
The newly added floors are causing hash collisions. You can try Mid-Save-Saver Continued if you are experiencing save-breaking issues.
Otherwise you'll have to download an older version of this mod.
Reposting the link (you can also find it in the Change Notes):
https://mega.nz/file/L85DSb4K#lNkQ7ESgTWmzJg3hAWi4DJ59a3JnL2E2hZXF3czSGsE
I failed to load the proper save file.
If you didn't save the game after the mod update, unsubscribed from it, and downloaded the previous version, it shouldn't break your save file. Are you using Terraform Rimworld, by any chance?
I would suggest just sticking with the previous version if the update is causing "save breaking" issues that can't be easily fixed with the dev tools.
You can update it after finishing your current playthrough if you want the new features.
I'm sorry for the problems this update has caused.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3261311100
I feel like adding even more braided rotations/variations will make the menus even more cluttered (and at this point, it seems that any new additions may result in unexpected replacement of the existing terrain) :,)
Sadly, terrain tiles cannot be rotated.
I'm working on a certain mod that may be used to enhance the floors similar to braided tiles, but it will take some time before it's done (nothing crazy, just a small decor).
https://mega.nz/file/L85DSb4K#lNkQ7ESgTWmzJg3hAWi4DJ59a3JnL2E2hZXF3czSGsE
if it helps diagnose, this recent update with the floors has changed my Granite Bridges to Sapphire Random R M Tile.
(sapphire from psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2000801414)
my Slate Bridges have also changed to Pure Carpet (Marine)
keep up the good work
my wooly carpet (pastel orange) became rhodonite random length M tiles *rofl*
The new carpets look interesting. Sadly I already used oak diamond floors for my ballroom and gallery. I will try them out next run for sure!
Btw, could you add a single-side braided H/V tile? I used them to make the wy towards my throne but the double trim looks a bit off. I don't know if you can make floor tiles rotate.
And your fish scale tile is my favourite for my town squares <3
I've managed to replicate this issue and it occurs when you are sorting your floors in the custom floor menu. Switching back to default sorting fixes it.
Issue occurs even without my mod, so it's on Better Architect Menu side.
Probably through pastebin or discussion thread.
Could be caused by Steam Workshop not updating the mod properly. You can try to unsubscribe, manually delete the mod folder and resubscribe.
I'm trying to make sure that no floors get replaced with the new ones after the update, but if your floors are made out of non-vanilla materials, unfortunately this may happen (I'm still not sure what causes this, to be honest).
Additionally, for anyone affected, if this update replaced some valuable and expensive floors for inferior ones, you can use the dev commands to replace the terrain. Apologies for the inconvenience.
Diamond pattern wooden floor that was placed in rooms changed to some stone slab floor or something resulting in undignified throne room.
Removed that floor and placed diamond pattern wooden floor without issues.
Like I said, nothing important but maybe helps you to see for some floor ID or something.
Thank you for the mods and flooooooooooors <3
If you can provide me with an error log, otherwise I'm not sure why would it break.
Workshop is also known for causing issues when updating mods. You could try to unsubscribe, manually delete the mod folder and then resubscribe.
@ComCommie
Is it happening only with my floors? Does the issue persist when you disable Flooring Floors?
• I was contemplating whether to add a textured version of some stone flooring or not, so I've added only the Stone Textured Slabs for now.
• Precious flooring is a spontaneous experiment. I was trying out new things, and came up with this idea of beautiful and very expensive floorings that can serve as a resource sink of sorts (and a way to showcase your wealth). There is only 1 flooring for now, but I may add more in the future. Or maybe not, as there are already plenty of floorings.
• I'm not satisfied with how Spatium and Locus metal tiles look and considering remaking them in the future.
• I might do some adjustments to the wood textures in the future.
• I'm considering renaming Rough tiles to damaged, cracked, crude or similar. Or leaving them as is, not sure.
• I have more ideas for carpets and stone flooring, but I'm not sure if I should add more, as there are already a ton of them.
• Adjusted the stats of floors made out of nanites from the HYE Nanotech Overpower mod to be more OP as intended, added wood, metal and precious floors and moved in to their own separate dropdown groups.
• Nerfed the cost of floors made out of jade to make them more affordable.
• Nerfed the cost of floors made out of rare gems from the Gemstones mod to make them more affordable.
• Modified the patch for Fortification - Industrial to also work with the standalone concrete version (big thanks to GonDragon).
• Added support for Epoch - Pottery (big thanks to GonDragon).
• Added support for Ceramics (Continued) / Ceramics VEF (1.6 Fork).
If you have any issues or suggestions, please let me know.
v1.6 changelog:
• Added 20 carpets (small set turned in to a big one, oops).
• Added 13 new stone floors (1 new style, 4 rough, 4 mixed, 4 rough+mixed variations, 1 textured).
• Added 1 new precious floor (expensive floor made out of precious metals and stones).
• Added settings via XML Extensions. Now you can group or ungroup certain floorings with this mod.
• Moved some stone floors under the same group (dropdown menu) to reduce clutter. Can be ungrouped via XML Extensions.
• Shortened labels of all Rough and Mixed Tiles to R and M respectfully.
• Renamed Grid Mosaic Tiles and Tiny Grid Mosaic Tiles in to Grid M Tiles and Tiny Grid M Tiles.
• Fixed some typos.
• Fixed some metal floors (certain textures were skewed for some reason).
• Remade digital tiles, should look sharper now (upscaled version was unaffected).
Are you saying that flooring made of other materials isn't appearing?
Better Architect Menu displays only the floorings made from the materials you have. If you only have limestone bricks and no other materials, it will only show limestone floorings.
The patch was already made on their side, Expanded Woodworking 2 is compatible with Flooring Floors.
There are fine floors made out of wood, stone and metal (metal tiles were specifically made with a gravship in mind). You can try things out and see what works for you.
Also forgot to mention, Rebuild: Doors and Corners has some rustic walls that I've used for one of my preview screenshots if you are interested.
I had some ideas, maybe in the future if I'll have time for it.
@GonDragon
Hi, I'll check them out, thank you!
@Kake Royale
Sorry for the late reply, it seems like the patch was already made by the time I noticed :,)
that isn't supported by the mod.
apologies again
(I can provide the link if asked, just iirc steam is fickle about links?)
for comparison, by the time i got 500 jade on a very chillaxed "build up first"-colony, i've had 500-1500 of some different low tier gems, 0 of any "rare" gems. smoothed floor plates from another mod cost 10 and it seems costly but kinda okayish for the huge prettyness, so, yea, 4-8, maybe rather 8, would seem fine i think. :)
How much do you think they should cost? I've never used the Gemstones mod, so I'm open to any adjustments that are needed.
Glad to hear that my suggestion was helpful :)
any chance you could bring urself to a little cost-adjustment? i'm using the Gemstones mod, but despite it throwing 1k of some gems onto me, the gems ain't enough to make floors out of them, due to the floors costing 20pP (all gemstones are "jades" so to say) instead of the 4pP that they cost bricks.
[JF] Geometric Floors was a great hint, i love those carpets, dye turns the options into thousands! thx :D
I personally never used this mod. I just checked what type of terrain it adds and the type of material it requires (all terrain requires nanobots). If needed, I can add wood and metal floors too in the next update.