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Hello! Are you referring to being able to control the individual circuit breakers in a panel? If so, this mod actually already does that :)
When assigning loads to either of the elec panel scripts (elec panel-MCB, elec panel-MLO), you can use "-#" at the end of the "fed from" parameter to assign to an individual circuit breaker within the panel.
EX, if the panel is named "A", you could put in your "fed-from" parameter either "A" or "A-1".
-"A" will circuit to the panel as a whole. Turning off the main circuit breaker or cutting power to the entire panel will be the only ways to turn off a load with this designation.
-"A-1" will circuit to just circuit breaker #1 within the panel. This can be turned off using either circuit breaker #1, the main circuit breaker, or cutting power to the entire panel.
Or, are you referring to something more in line with processing circuitry within a computer? Unfortunately, I am not knowledgable enough on that subject to feel comfortable designing a framework for that. I apologize :(
I might be able to add a basic set of logic gates (AND, OR, XOR, etc) though. The electrical pack kind-of/sort-of already operates this way currently, though it definitely isn't intentional.
Ex, the transfer scripts are essentially just "or" logic gates for the power. I can definitely look into potentially adding dedicated logic gate scripts.
Out of curiosity, what are you seeking in regards to spawnable items? Spawnable items are pretty common request & im not really sure where it is coming from from a play-style perspective. (in my 1300 hours playing teardown, I think I've only used spawnable items maybe 5 times tops).
Asking as in my mind, the only useful things to make spawnable would be things like vehicles or the large heavy weights or something. I can't really think of a use for assets like the ones in this pack, but I know there are many play styles and just want to make sure I better understand before going through the effort of creating spawnable items.
Hi Guellan, definitely feel free to utilize the power poles in this mod if desired! This mod is designed for that :)
I don't anticipate separating out the power poles int their own dedicated mod as I feel that would create confusion.
Ok I was just trying to see if I could get a new power pole mod.
For rope breakage, I'm not sure how or what you could implement but I do remember in the past (I have not modded or kept up to date with the new Teardown modding API in a few years) you could detect a rope's breakage by tagging an actual [rope] and then using "IsJointBroken" to detect its breakage.
For spawning, I could recommend maybe a ability for power hookup and 3rd party sources. The ability to connected a auxiliary power source such as a generator would be very neat. You could detect a connection maybe similar to how YuLun setup TAT by placing joints at the meeting points. If not through spawning, map creators could always just add some sort of portable generator in the map under the correct scripting and users would just have to connect them properly using pre-created cables with ends that could connect similar to your plugs but maybe use different connectors (similar to powercons or camlocks) (would have to have a peaceable joint to keep cables attached somehow) or maybe it would be possible to have a similar rope creation tool like infinite cable that places point A & B and sets a tag for breakage.
But besides this I feel this mod if very well designed and thought out, the only accessory I could think of would be to have auxiliary generators (it would be very cool to tow a generator on site using TAT and have to connect it to the system).
Also integration with other systems from the past such as fire alarm or smoke alarms would be good for emergency light management, as in many commercial buildings some systems are connected for when an emergency is detected, emergency systems engage even if power is still online (less likely, but some systems also have exit signs flash).
Thanks!
Regarding the generator, There is currently an ignition sound that plays during the startup sequence, though it is fairly subtle. I'll definitely look into adding a delay after power starts up to fill any gaps.
I really like the idea of a draining battery. I'll definitely look into it.
Thanks for the heads up on the wire detection. I'm not sure how to fit it into the current scripts, but will give it consideration.
Auxiliary generators might be neat. I think I can likely implement something like that, but will need to investigate further.
Regarding integration with other systems, I like the idea and it does have real world application. If I get a fire alarm system developed, I will definitely create integration with the electrical system.
How do I use to utility poles as they are in your game?