边缘世界 RimWorld

边缘世界 RimWorld

TSIND Garage Doors QA
13 条留言
tide{S}haper industries  [作者] 9 月 25 日 上午 11:02 
Add; in fact - they can have both tags at the same time if it's necessary to differentiate. I patch that onto garage doors with my mod for the 'cheat' state (also airtight when opened) for example. To ensure they never have one of those tags set to true - like by another mod patching them as well.
tide{S}haper industries  [作者] 9 月 25 日 上午 10:44 
@Joanne

It's actually quite simple. 1.6 introduced two new 'tags' for that a building/structure can have:

* <isStuffableAirtight> true/false
* <isAirtight> true/false

Pretty much self-explanatory. The latter is for structures with fixed cost, the other for structures which can use stuffMaterial - like a simple wall would be. In that case the game defines it based on the stuffMaterial used for it. For that, those got the same <isAirtight> tag within their <stuffProps> as well. So you can have different versions based on their material (like wood vs. steel - not airtight vs. airtight)
Joanne 9 月 24 日 上午 6:03 
Hey stupid question but where can I find the stats on how "airtight" a given material is for use with this mod, and is that true of vanilla walls too? i was under the impression basically everything but solid rock and gravship walls would leak atmosphere the same ammount.
tide{S}haper industries  [作者] 9 月 11 日 上午 6:13 
Changes:

[*] Added loadAfter information for Alpha Vehicles - Neolitic/Early Cars/Age Of Sail due to their garage doors being patched-in Defs. No actual issue, but if this mod isn't loaded after them, it is throwing the same type of error this mod is meant to 'suppress' in other cases.
tide{S}haper industries  [作者] 9 月 11 日 上午 6:02 
@Luckspeare - Thanks for the report. Just checked it and yeah, unfortunately that's Sarg patching in Defs in that mod like he does in some other places as well. Unfortunately I can't think of any good way to add explicit compatibility on my end due to this, patching-in Defs is a frowned upon (and completely unnecessary) practice to begin with, making compatibility-patches problematic.

There's ways, but that would mean some hack-job method on my end, and I rather not try that and cause issues with different things along the way. But I'll update with explicit loadAfter rules for Alpha-mods in a few minutes, which at least bypasses the error. If those particular doors need additional patches on my side I have to check later - but I also told Sarg now - the easiest solution would just him making them proper Defs.
Luckspeare 9 月 10 日 下午 5:13 
Mod load order issue with Alpha Vehicles Age of Sail and Alpha Vehicles Neolithic.

If either of those mods is loaded *after* TSIND Garage Doors QA, it gets an error in its AV_GarageDoorWaterOpened or its AV_GarageDoorWoodenOpened defs, respectively.

Config error in AV_GarageDoorWaterOpened: is airtight but Fillage is not Full

Possible Matches:
[Source: Alpha Vehicles - Age of Sail]
[File: C:\Games\Indiv\Rimworld\Mods\3177395100\1.6\Patches\VanillaVehiclesExpandedPatch.xml]

Config error in AV_GarageDoorWoodenOpened: is airtight but Fillage is not Full



If loaded *before* TSIND Garage Doors QA, no errors. Which makes sense, but would be good to enforce.

https://gist.github.com/HugsLibRecordKeeper/2effb45dbb87652b4c7269379a623bde

I've reported this to the AV mods as well.
Kilo 8 月 13 日 下午 8:41 
Another banger from you. Thanks for this.

Would love to see a rework with the things you mentioned below. I currently don’t even use DGE because of the spam in the architect menu, and the component cost scaling.

I’d also love to see wooden garage doors not be airtight. And any other improvements you can think of. Thanks again for this and your Power Armor mod
tide{S}haper industries  [作者] 8 月 13 日 下午 1:20 
Long story short - I let you people know about that plan because I'm open for all suggestions when it comes to this topic. So if you want to be part of the process, just let me know what you would consider about a good balance. If you would actually miss if the garage doors wouldn't be stuffable anymore, etc. - right now, nothing is decided and the tweak is optional anyways - but if you're on board and want to be part in deciding on the specific direction, just hit me up...
tide{S}haper industries  [作者] 8 月 13 日 下午 1:18 
At the same time, I might rework the HP scaling for the doors as well. Right now they are mostly scaling linearly with their size as well. Which doesn't make much sense if you think about it. The door - while being broader - is still handled as its single entity. Goal for a raider is to breach through it - so breaching through 1x9 shouldn't be X-times as hard as breaching through 1x1.
Not sure about the exact math I use there, but it clearly would scale less drastically than it is right now...
tide{S}haper industries  [作者] 8 月 13 日 下午 1:16 
At the same time, their cost will completely be overhauled. Right now the automated ones scale linearly in their Industrial Component cost. With the armored version DOUBLING that. Which is ridiculous and leads from 2/4 components for 1x1 doors, to a whopping 18/36 for 1.x9 sizes.

I probably scale the main resource (wood/steel/plasteel) similar to right now, while having the component-cost put into tiers (1x1-1x3, 1x4-1x6, etc) with drastically reduced overall component-cost.
tide{S}haper industries  [作者] 8 月 13 日 下午 1:12 
That way the doors of different sizes (currently 9! of each type if you use DGE) could be combined into one dropdown in the architect menu. Which would reduce the number of gizmos there to 8, from currently 36 or something. ^^

So this would remove their option of being stuffable in the first place, for the benefit of being easier to balance and to take more than one full row less in the architect menu. (Also, easier to find a specific size of door that way)
tide{S}haper industries  [作者] 8 月 13 日 下午 1:10 
Thinking a bit about additional features related to garage doors, I actually found out how wild west their stats (cost, etc.) are. Also how much they can clutter the architect menu in their current implementation. So I'm thinking about making a full 'rework' of them as optional feature in this mod. Currently undecided what exactly, but I'm thinking about splitting them into 4 'tiers' - 2 VVE ones, 2 GDE ones. Something like having an early, wooden version of both the normal and autmated ones - then a slightly better one using steel. Same for the GDE versions - having one armored version made from steel, and then a higher-tech one using plasteel.
Librarian Luke 8 月 12 日 下午 3:33 
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