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报告翻译问题






Two power nets on the same cell (52, 104). First transmitters: Time of day switch and Hidden conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
The power architecture is generators -> global power net, with two separate rooms each having a switch and a single power conduit behind the switch, with the devices (biofuel refinery, electric smelter) connected to that conduit. After the error messages, one of the rooms is powered, the other one is not (technically the conduit shows power, but the biofuel refinery keeps blinking the no-power-icon and is not operable until save/reload).
(posting the log next, message too long)
If you do a pull request on the github, I will add your translation to the official release. If you want to have a separate mod uploaded as well that's fine too.
Steam/steamapps/workshop/294100/776113312/1.3/Defs/ResearchProjectDefs/..TimeOfDatSwitch.xml
in there just edit:
<prerequisites>
<li>MicroelectronicsBasics</li>
</prerequisites>
To:
<prerequisites>
<li>Electricity</li>
</prerequisites>
Once at the Microelectronics stage I am usually less concerned with power management. Also for for best utility it requires a degree of power grid thought/design, again this is less appealing in the later game, particularly as changing electricity grids in amongst a lot of other stuff can be a lot of fiddling. I think this timer should rely upon electricity not microelectronics even though I understand that from a scientific point of view it is more electronic in nature than simply electric. That said, when you look at what vanilla does, putting air con, hydroponics and autodoor etc all dependant only on electricity, you can see that the game designer saw the same thing. Let's not forget that the first power timers were less electronic and more mechanical anyway :)
And how exactly do you envision applying setting from one switch to another?
First there's the code side. You'd need a new switch essentially. One of them would need to implement the other mod's feature in their switches.
Then there's the actual work.
For example switch a is on when the time is right, and off when wrong.
The other is on when power is high and off when low.
How do you combine them? Do you want the result to be on when both the time is right and power is hight or when either?
You know how this is handled IRL? People connect those switches in different ways, and depending on how they are connected you get different results.
Nothing is stopping you from doing the same in RW if you have both mods.
"I wasn't aware that rimworld's mod menu synchronized with the information provided on the steam workshop page, and just assumed that it was something defined within the mod's code."
I was under impression that it's the other way around, that steam workshop was reading mod's own tags. You'll notice some people "pre-tag" their mods for 1.4 and 1.5 but steam shows those tags separately.
Also there's the whole local mods thing. Where'd you think would tags come from for those?
What most likely happened is the workshop's usual shenanigans where it didn't actualy update mod files on your side. It does that (and more) a lot.
Also I removed the log spam
https://bitbucket.org/merthsoft/timeofdayswitch/src/7a766b82520df52be85d78564ef8363f7da614f9/Source/TimeOfDaySwitch.cs#lines-78
On-wall version is a good idea