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报告翻译问题






Is Mini Gravships optional?
"Does this let you build and independently control more than 1 Gravship?"
Please see the below comments.
I have just updated this mod. The issue with the grav extender not being place-able has been fixed. Additionally the extender is now place-able outside the engine range as to allow the building of ships to be a little easier. It still needs to be in range to count towards max ship structure.
3x3 size engine has also been added to this mod.
The range circles are only visible when the 3x3 grav engine is placed. The blue range circle code is different from the kind xml code im using in this mod.
However if anyone does update the list. Please do feel free to re-upload this mod as your own mod.
e.g. "Grav Engine Sizes + Support for Other Mod Name "
Yes Grav Field Extenders do work as normal.
The issue is how the game interacts with grav ship parts. Each engine has a list of all parts which can connected to it. When someone adds a new part via a mod someone would need to add support. They can do it by updating the lists in this mod through their mod, or I would need to update the list in this mod.
The issue ✪ dsn had was to do with that kind of mod support. I do not wish to have to update this mod every time another mod adds a part or updates a part name.
Below is a significantly shortened example list of parts the grav engines can connect to.
<linkableFacilities>
<li>GravFieldExtender</li>
<li>PilotConsole</li>
<li>ChemfuelTank</li>
<li>SmallThruster</li>
</linkableFacilities>
You can add compatibility to any modded part by adding the name of the part to the list in this mod.
Part names look like this <defName>MicroGravEngine</defName>.
Also praying for support for [HMC] Wall Furniture's wall pilot console and [kyzy] Ship Wall Enhanced's Chemfuel Tank walls, since neither the grav engine or said console/tank recognise each other. Both mods save alot of space and go well with the micro grav engine, that said i don't know if that's something better off fixed on their side or here.
I have also made Mini Gravships a mandatory mod.
If you are currently in a game please restart steam so that it updates the mod and install Mini Gravships.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3527312835&searchtext=pilot
I only use Buildable Grav Engine, and [sbz] Gravship Storage.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3537905298
Are you using the Mini Gravships mod?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3527312835&searchtext=pilot
Or the Small Tanks mod?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3524428917&searchtext=
I'm using the Vanilla Expanded series (including VE-Power), and even when I use Rimsort to sort the load order — and place your mod near the very bottom (after the VE series) — I still get the following errors:
"Could not resolve cross-reference to Verse.ThingDef named MiniChemfuelTank (wanter=linkableFacilities)"
Similar errors appear for various other items such as MedChemfuelTank, ModularSmallThruster, and more.
Yes all 3 sizes are part of one research. However you must first research basic grav tech first.
I highly recommend the Buildable Grav Engine which adds the 3x3 size to the basic grav tech research.
Effectively making the smaller and larger sized engine this mods adds a upgrade, rather than a necessity for grav ships.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3526053231
The reason I created a separate grav ship engine research is so that grav ship starts don't have access to larger engines instantly.
The issue has been fixed and the mod updated.
The mod is safe to add mid game, so please feel free to do so.
The error did not appear for me, so thank you @Kem and especially @DigitalDomino for posting the error as that saved me a lot of time.
I left a file from a different mod of mine in this one.
Feeding Tubes:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3336252614
I have removed everything relating to the other mod and have tested it without issue.
If you have any other issues please do drop the error in the comments.
Replace the Jobs_FillTube.xml's code with this.
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<WorkGiverDef>
<defName>FillTube</defName>
<label>fill feeding tube</label>
<giverClass>FeedingTube.WorkGiver_FillTube</giverClass>
<workType>Handling</workType>
<verb>fill</verb>
<gerund>filling</gerund>
<priorityInType>10</priorityInType>
</WorkGiverDef>
<JobDef>
<defName>FillTube</defName>
<driverClass>FeedingTube.JobDriver_FillTube</driverClass>
<reportString>filling TargetA.</reportString>
<alwaysShowWeapon>false</alwaysShowWeapon>
<suspendable>false</suspendable>
</JobDef>
</Defs>
</Defs>
Yes each of them do.
I will now update the mod description to include them.