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报告翻译问题






I've added something to refresh the shielded area occasionally and also a new manual mode that will also regenerate when de/re-activated
@Inquisitor Added a manual mode now :)
In other words, if I build something while it’s already active, will it not recognize the new structure?
If this fix doesn't work I might have to add an alternative rendering mode for large ships that will look ever worse than the current one but might handle things better.
https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md
and if you really want a comprehensive CE compatible shield mod, I'd go for eccentric tech - networked defenses
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (364).
[RimworldShieldGenerator] PostSpawnSetup complete.
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (248).
[RimworldShieldGenerator] PostSpawnSetup complete.
@grehnik that’s very strange I’ll try it with some bigger ships and see where it’s failing, if you can enable the debug logging in the settings and upload your player.log somewhere for me to look at that that would also really help
@ren I know what that is will get it fixed tomorrow as well
Failed to find Verse.ThingDef named Mote_LaserGraserBeamBase. There are 3419 defs of this type loaded.
Could not find SoundDef named Laser_Fire
Sorry I took a look and tried it, for some reason the Odyssey shield generators do something strange and try to initialise the shield too early so it causes a crash when you load it with the shield active :(
Which is why I was asking for like an option or something instead of outright replacing it. But a cool mod nonetheless
@The God, I try not to mess with Vanilla things too much in my mods, that way everything else works as normal and my stuff just adds to it (I don't know why you'd want both shield generators, maybe redundancy ? but someone might)
Right now for all my defensive needs I use a seperate mod cause all my ships are way too big for like 2 shield generators and manually turning them on is a pain
@Tardo it is, the auto area is harder to do without a Gravship defining the edge, however I have something similar in my WallDefenses mod where you can choose an area to be shielded next on my list is updating that mod to be more like this one