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Rapporter et oversættelsesproblem
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)
[*] 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.
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.
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.
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
Not sure about the exact math I use there, but it clearly would scale less drastically than it is right now...
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.
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)