安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






https://gist.github.com/HugsLibRecordKeeper/a5db3eb10a78e6679046794673cff265
This update did change how research projects are handled. It is now a mod setting. I made the default setting keep research projects from storage mods to reduce the impact of my mod on new users, but you can turn it off in the mod configs menu.
--> This update should be non-destructive on saves. <--
I'm sorry if it interrupted your playthrough at all, but there is no way to keep Steam workshop from auto-updating. Simply changing the "use dedicated research projects" setting should get you back to the previous behavior with no issue.
In the future, if you want to avoid possibly breaking changes, I would suggest everybody copy the mods they want to use into the game's local mods folder (steamapps/RimWorld/Mods/) and then only update them manually when they start a new save. Or continue to beta test every mod, just know that any mod author could break your save at any time.
I'd be happy to talk it over. Sent you a friend request so we can PM.
Reel's large metal crate was supposed to be only 50 steel, looks like that got lost. I agree Reel's double shelf is very expensive, that's an oversight. I'm trying to err on the side of cheap build costs to give more meaning to the tech level.
Funny you make that particular critique about shelves/crates, I actually agree. The update I pushed just a few hours before your comment reworked crates to only accept bulk storage for raw materials, primarily to differentiate them from shelves. I haven't touched hp at all, only Cost /Research / Stacks / Allowed Items. Once I get through my current focus (adding an options menu) I may take a look at other stats as well.
Don't worry about sharing your thoughts. I would hope I have the emotional maturity to handle someone pointing out flaws or disagreeing with me :P
Those are my thoughts. It is your mod so you can of course decide however you'd like to balance it.
The large metal crate from Reel's is still at 20 stacks however, when according to the spreadsheet it should be at 24 (I was mistaken in my previous comment saying that the spreadsheet shows it at 20 stacks). Unless this is intended and the spreadsheet wasn't updated. This part is just my opinion, but 300 steel for the large metal crate seems a bit much, would you consider lowering the cost? The cost in the balancing of the original mod made sense, but with the significant nerf to the total stack size it holds I feel like the cost could be relaxed a bit (maybe like 200 steel instead).
Yep, that one's an error. Originally I had it that way, but when I chose to nerf late game items (around v1.1) I also brought some lower tier items down to match. Looks like that change got missed or reverted.
I've been busy this past week, but sometime in the next few days I'll do an audit to make sure my patches actually match my spreadsheet. Thanks for the reports, they have been helpful.
That was exactly the issue. I just missed an Inherit="False" tag in there. Should be fixed now.
Yes, that was actually an error in the spreadsheet. Originally I just let Progression: Storage handle that, but after running into graphical issues with Adaptive Primitive and Reel's I chose to change it. Large weapon racks have a priority of Neat > Phaneron's > Reel's.
Another thing is that Phaneron's weapon rack is still in the game, despite the spreadsheet indicating that it gets removed by Reel's (unless I'm misunderstanding).
Thanks for the report. I didn't go through enough testing with the most recent update, where I tweaked allowed items for various mods. I don't personally play with Adaptive Ideology - tbh under the hood it's kind of a nightmare. Should be fixed now.
For the time being, I've separated out the research and balance patches. They are intended to work together, so without the research changes some buildings may be overpowered for their tech level.
If you want to delete the research changes, simply delete the "1.6/Research Patches/" folder. Make sure to make a local copy of the mod first, the workshop folder will continue to auto-update and overwrite your changes.
I haven't messed with options at all yet, but after I finish incorporating the most popular storage mods I'll take a look at it.
Regardless, thank you for your service getting all these mods to play together cohesively!