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报告翻译问题
Legacy\Pre_1.6\Patches\DraggableDimension_Patch.xml
1. That's not a bug report
2. If there is a problem buried in there somewhere there's not nearly enough information for me to go off of. There could be any number of things at play that might cause the mod not to work (or seem to not work).
Without specific info, the best I can say is that it's probably user error/ misunderstanding. Pawns still generate filth (and occasionally drop it), this mod doesn't prevent that, it just makes pawns drop what they have when they cross over a doormat. At a blind guess, your building is probably too big (and pawns spend all their time in it). Try putting doormats outside your kitchen/ hospital and see if more detritus builds up in the space than elsewhere.
It's not a large building, just several bedrooms. Pawns go in, slow down at the mat, go to bed. But maybe the mat isn't getting cleaned in time and the next pawn's filth isn't dropped because the mat is still dirty? Pawns still end up going into each bedroom to clean up. Is this intended behavior? Is there something I can do (more doormats? more cleaners?) to keep the filth out of the bedrooms?
Q: maybe the mat isn't getting cleaned in time and the next pawn's filth isn't dropped because the mat is still dirty?
A: Not really. Technically speaking, this mod will keep putting filth on the ground indefinitely; not entirely realistic, but I don't love the idea of stuff randomly not working nor do I want to eat the performance cost to trying to decide if the ground it too dirty for the doormat. Plus, if the pawn walks back through the dirt they'll probably end up picking filth stacks back up anyway.
Q: Pawns still end up going into each bedroom to clean up. Is this intended behavior?
A: Yes, pawns still have a chance to generate new filth every time they move into a new cell. The game's logic is as follows: 5% chance to drop a portion of carried filth, 10% chance to pick up filth, 0.5%* to generate new filth. So, it's entirely possible for pawns to still generate filth inside your bedrooms (or otherwise after they've passed over a doormat), but it should be significantly less likely (this mod basically forces pawns to drop their carried filth when they pass over a doormat, so they won't have anything to put on the ground if they hit that 5% drop rate).
* technically, this is the pawn's filth rate times 0.005. Humans have a filth rate of 1, so for them it's 0.5%, while elephants have a rate of 24, so they have a 12% chance.
Q: Is there something I can do (more doormats? more cleaners?) to keep the filth out of the bedrooms?
A: Depends on how heavy handed you want to be about keeping filth out of your bedrooms. The vanilla friendly option is probably some combination of a higher cleaning priority and/ or more cleaners. Vanilla Expanded's furniture mod has trash cans that will periodically absorb filth. I also recall a mod that make cooks and surgeons clean the room before they attempt to use it (but that was a couple of game versions ago and I don't remember what it was called). On the extreme end of the spectrum you could look at patching every floor to have a FilthMultiplier stat of 0, which would make them behave like hay (I'm not actually sure if I've seen anything on the workshop that does this, but it'd be super doable as a first-time modding project). Finally, there's the nuke it from orbit solution of mods that completely disable filth generation.
Unsolicited advice: personally, I use doormats on any outside facing doorway (and any room I want to keep clean), but I don't worry about filth all that much unless it's in my hospital or kitchen (and even then sterile tile will usually help offset the odd bit of dirt).
I do have a couple questions still that hopefully you can answer. First, I'm still unclear on the intended mechanic after the pawn walks on an already-dirty doormat. Does the filth get dropped nearby? It doesn't seem to stack on the doormat (if that's even possible).
Second, where is the proper position for the doormat relative to the door? Initially I saw I can place a doormat inside the same tile as a door, but when things didn't seem to be working as I expected, I tried moving them to the tile just inside the door. But maybe I should be putting them outside the door instead? Thanks again for clearing up my misunderstandings.
Q: I'm still unclear on the intended mechanic after the pawn walks on an already-dirty doormat. Does the filth get dropped nearby? It doesn't seem to stack on the doormat (if that's even possible).
A: Depends on if the pawn is carrying any filth, if they are, then it should get dropped on the same cell as the doormat (if possible, stacking with existing filth). If the pawn doesn't have any filth on them, then they just slow down and nothing is dropped.
Q: where is the proper position for the doormat relative to the door?
A: Personal preference. I like to put them outside, because under the door looks weird to me, makes it hard to see if filth has accumulated, and then colonists have to open the door to clean it. On the flip side that also means that doormats tent to catch people just walking down my hallways*.
* huh, dev note: a setting to make pawns only slow down (or slow down less) for doormats if they have filth to wipe off could be an interesting addition to the mod.
If it helps, here's a demo save[drive.google.com] of the mod in action (just run at max speed for a bit). You should see the filth in the center room spread and into the adjacent rooms, but never past the doormats at the end of the hall.*
* Other dev note: I am considering re-working the code to drop all carried filth instead of just one stack from the list, which should make doormats feel more impactful, but at the moment it's a backlog item behind some bugs I need to squash.
I do think it works better to keep the doormats outside. After all, you want the filth tile to be outside your rooms so they don't count against the cleanliness. Under the door also works but is a bit awkward. And after trying it this way, it would be great to have that slowdown only happen if filth is dropped. I have a couple hallways where pawns walk off one doormat onto another and get hit with the double slowdown.
Thanks again for your mod and your many explanations!