边缘世界 RimWorld

边缘世界 RimWorld

Replicator
Drake  [开发者] 9 月 2 日 下午 2:41
Errors / Ideas
Help me fix any problems you find / Or give me ideas for additions to the mod
最后由 Drake 编辑于; 9 月 5 日 下午 4:26
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正在显示第 1 - 15 条,共 23 条留言
Toby.Tcg 9 月 5 日 下午 3:14 
I'm unsure if it's intended or not, but you can't swap to industrial mode while it's stabilizing. This is fine with default settings, but if you have the stabilized production option selected, it ends up being a tad bit inconvenient
Drake  [开发者] 9 月 5 日 下午 3:59 
I noticed that after I pushed the update, but I figured I’d wait until I had something new to add before fixing it in the next release. What’s happening is when it adds the “stabilize” line, it actually just nudges the text slightly off the screen. Lol.
Have any ideas of what else you would like to add that way I can release another update
Toby.Tcg 9 月 5 日 下午 4:05 
引用自 Drake
I noticed that after I pushed the update, but I figured I’d wait until I had something new to add before fixing it in the next release. What’s happening is when it adds the “stabilize” line, it actually just nudges the text slightly off the screen. Lol.
Have any ideas of what else you would like to add that way I can release another update
hm, I mainly use Dub's Mint menus, and so it changes the bills tab, and the replicator has a bill tab as a result (unsure if this is the case without dubs mint menus) so some form of compatibility with that maybe? It would be nice if common bulk recipe amounts (such as x10 and x100) were bills that would appear in that bill menu, as currently I have to go to the replicator menu and add the bills via that menu. It's not a huge deal though if you don't want to a that in. I also noticed the capacitor is capped at 1080 Wd, and I was wondering if that could be increased? I tired changing it via the advanced menu but it seems that doesn't work? It may be a mod compatibility thing or it may be me misunderstanding the settings. I can change the max charge rate and the default charge rate, but not the max charge. this matters more for the bulk bills as if you set the bulk bill too high, the replicator won't be able to store enough energy to make the bill
Drake  [开发者] 9 月 5 日 下午 4:12 
Yeah, the Bill menu shows up even without the Dubs menu. You still need to use the mods menu for bulk options, but you can build normal stuff through the usual process. I added the replicator’s own menu to make sorting easier since the Bill menu gets pretty cluttered once more items are copied in.

For bulk building, I had to set up a system that dynamically creates a bill for whatever item you want. That way, it stays mod-compatible. I will add a way to raise the capacitor cap—I thought about it when I raised the other limit but didn’t get around to it.

While I’m doing that, I’ll also fix it so you can toggle industrial mode on and off while the replicator is stabilizing.
Toby.Tcg 9 月 5 日 下午 4:19 
What job is the replicator considered under? Would it be possible to maybe have the replicator be it's own "Replicate" job? I'd love to have my crafter/haulers prioritize using the stabilizer before doing their other hauling/crafting jobs
Drake  [开发者] 9 月 5 日 下午 4:25 
I'll look into adding a Replicate job that's a good idea
Toby.Tcg 9 月 5 日 下午 4:27 
awesome thank you!
Drake  [开发者] 9 月 5 日 下午 4:36 
Just to clarify: hauling items to the replicator so it can start stabilizing counts as its own job, right? But using the replicator stays under crafting?

Actually, I think I’ll split them into two separate jobs. That said, I’ll make it so players can decide in the settings whether they want those jobs separate or keep them under hauling and crafting. That way, people can customize the mod to their preference.
最后由 Drake 编辑于; 9 月 5 日 下午 4:40
Toby.Tcg 9 月 5 日 下午 4:43 
引用自 Drake
So just a clarifying question hauling items to the replicator to feed it so it can start stabilizing that item you want as its own job But it's OK to keep the using it under crafting correct? Actually I think I'm just going to make them own both of them their own individual jobs but I'm going to make it so people would need to go to the settings to decide which ones become their own jobs otherwise they stay under hauling and crafting that way people can customize the mod more
I was referring to colonists operating the replicator to complete the bills and having that as it's own job instead of having it fall under the "crafting" job. However your idea of having the separate jobs as a mod setting is much better
Toby.Tcg 9 月 5 日 下午 5:51 
hm after playing with this mod a bit, I really enjoy it. i like that I have to scan things in order to replicate them. The main thing I'm iffy on is the way the power system works. Personally, I'd prefer if instead of storing up power in the replicator and then spending that built up power on items, I'd much prefer that the replicator just have a power draw like the other powered work stations, and making the items would cost time instead of power. Maybe as a balance to that, you could lock the replicator behind a research that requires a techprint? But that's my personal opinion on it, I'll still use the mod as is as it's my favorite of this kind (being able to scan an item to replicate it instead of adding the item to a list in the mod settings like void extractor is definitely the main reason.)
Drake  [开发者] 9 月 5 日 下午 6:27 
Thanks for the thoughtful feedback! I totally get where you’re coming from with the power system. The reason I set it up the way I did is because I wanted the replicator to feel more like what you see in Star Trek or The Orville — you push a button and within a few seconds, the thing just materializes. To make that work, I needed some kind of trade-off, and the capacitor system felt like the most straightforward way to balance it. Instead of just being another workbench with a flat power draw, it forces you to plan around your energy storage if you want that “instant pop-out” effect.

It also let me handle solar flares in a way I liked better, since I didn’t want the replicator to just shut down completely whenever one hit. That said, I do think there are other ways balance could be approached — whether through optional settings or locking it behind extra research like you suggested. The capacitor just happened to be the simplest way to capture the “sci-fi snap-replication” vibe without breaking power systems completely.

Really glad to hear you’re enjoying it overall
Drake  [开发者] 9 月 5 日 下午 6:33 
That all being said I'm also open to creating a brand new mod that works differently with you Because it sounds like you have a lot of good ideas that can work any way you would like I am trying to make more mods as of now I only made 2 I would like to at least make 5
Toby.Tcg 9 月 5 日 下午 7:29 
引用自 Drake
That all being said I'm also open to creating a brand new mod that works differently with you Because it sounds like you have a lot of good ideas that can work any way you would like I am trying to make more mods as of now I only made 2 I would like to at least make 5
I'd definitely be down to workshop some ieas for mods, however I have no coding experience lol, especially not with C#. Really, I would mainly just like a mod that is similar to the void extractor mod, but you have to scan resources before you can replicate them, kinda like that one minecraft mod, ProjectE i think?. I would make a fork of this mod that functions in that way, but as I have said i have no experience with modding at all and wouldn't even know where to start
Drake  [开发者] 9 月 5 日 下午 7:34 
That's fine Let's go ahead and start a new discussion on this mod I'll do the coding you write down the ideas Also you're probably gonna have to come up with a name for the mod
Soda Savvy 9 月 6 日 上午 10:11 
Trying to figure out exactly what happened, but I think it was some convoluted case of map transfers with caravans and uninstalling/reinstalling halfway through a recipe causing the 'reconnect to power' button to vanish and leaving it running off of what little capacitor is left. A devmode spawned duplicate replicator connects just fine though, so maybe either a universal recipe list or letting one copy them over? Maybe with a 'data chip' item if you want to keep the 'separate replicators have separate databases' feature. Or a devmode option to copy recipes over. Or a devmode to force power reconnect, which doesn't seem to exist for some reason.

EDIT: After messing around with it, it just spontaneously started working again after three reloads. Might have been a fluke conflict.
最后由 Soda Savvy 编辑于; 9 月 6 日 下午 12:59
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