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报告翻译问题






https://i.imgur.com/oQNdlAC.png
<li>1.2</li>
<li>1.3</li>
<li>1.4</li>
in about.xml, then open RimWorld\Data\Core\Defs\ThingDefs_Buildings, find section that starts with
<!--==== Transport pods ====-->
Copy everything from this section and replace everything in this mod's file section with the same name EXCEPT for the last </Defs> closing tag.
Then change <fuelCapacity>150.0</fuelCapacity> to whatever you want. You also might want to place the entire mod folder 819435604 into RimWorld\Mods so that Steam wouldn't redownload this mod and revert your changes.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
What if you add to much fuel and only need to go a short way, is all the fuel spent?
I honestly never actually messed around with these... i should...
Subbed - Options never hurt ;)
The way I use pod launchers is to fulfill caravan requests for X number of _____ in exchange for an item I want or silver. I also use pods to drop my fighters next to targets then walk them in to start a fight with raiders or whatever-have-you (mechanoids, man hunter packs) to claim materials or items there. Sometimes I find a place with decent resources and I'll transport in a mining person or group. I use them all the time, in other words.
1. You can make it work with the (camping mod) Were you can load one peep and fling him/her to a place on the map. Have them build a pod launcher and then have the next pod sent to you land next to it.
The first pod that sent the peep would be lost ofc and only those that land next to the launcher can be reused. A mod called (reuse pods) used to do this.
2. Other modders have tryed to make them fly on there own but have not gotten them to work yet.
What part of "This mod will only modify the max fuel for the original pod launchers from 150 to 600. Nothing more. No new tech, no new buildings. Just more range on your podlaunchers" is unclear?
If you added an upgraded launcher on the research tree then that would be nice.
It does sound like the issue being reported is likely a mod conflict. But, maybe it's something else?
You did not define the "BuildingBase" abstract used in your 'Buildings_Misc.xml'. <ThingDef ParentName="BuildingBase"> (See the Abstracts and how they should be used [ludeon.com] thread on the forum.) You're relying on the vanilla Core's files to define "BuildingBase". But, from what I've read, leaving it out could potentially cause an XML inheritance issue. They recommend we copy'n paste any Core abstracts we need into our own mod (or redefine it) because we're not supposed to rely on Core files. They say it could lead to unpredictable, seemingly random behavior.
\Steam\steamapps\workshop\content\294100\819435604\Defs\ThingDefs_Buildings
Open the buildings_misc.xml Line 36 has the fuel amount set it to whatever you want.
A caveat: if the mod is updated/refreshed you'll probably have to change it again.
It would be neat if the mod options tab was used to set this value.