Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Basically, I run one giant cooling loop at 23° through the main access shafts, take cooling liquid off where necessary via automation and feed it into the loop on the way back before running it through my industrial complex (The only location it'll gain significant heat) before running it through a bunch of sensored aquatuners. And every time I add a new room I have to reset the flow priorities in a few places.
I wish it would not automatically switch directions for junctions that have priorities set.
Worth the hassle though because it is so useful for smaller builds!
After some testing - it ONLY occurs when generating a prehistoric world, after 'success your adventure awaits' but before the dupe selection screen. I can load an existing prehistoric world with it on and I can generate normal worlds.
"Do not build loops(= an arrangement of multiple junctions that lets the contents flow in circles). Just because this mod lets you do it doesn't mean you should. If you do build them, then the flow of nearby conduits might behave strangely and unintended."
(wrapper dynamic-method) ConduitFlow.ConduitFlow.OnUtilityNetworksRebuilt_Patch1(ConduitFlow,System.Collections.Generic.IList`1<UtilityNetwork>,System.Collections.Generic.ICollection`1<int>)
UtilityNetworkManager`2[NetworkType,ItemType].Update () (at <5375d36347d34bc0b1ea487bdcad48e4>:0)
Game.LateUpdate () (at <5375d36347d34bc0b1ea487bdcad48e4>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
AdvancedFlowManagement.Patches.CrossingsUpdates_Patches.<PostProcessNetworksRebuild>g__ManageDeserializedCrossings|0_0 (AdvancedFlowManagement.Patches.CrossingsUpdates_Patches+<>c__DisplayClass0_0& ) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
AdvancedFlowManagement.Patches.CrossingsUpdates_Patches.PostProcessNetworksRebuild (System.Collections.Generic.ICollection`1[T] allUpdatedCells, ConduitFlow conduitFlow) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
AdvancedFlowManagement.Patches.FlowPriorityManagement_Patches.SaveCustomFlowConduits (System.Int32 central_cell, ConduitFlow conduitFlow) (at <fe2adfbce00248908ff68784a0d0b5fa>:0)
Exception while loading mod AdvancedFlowManagement at C:/[...]/Klei/OxygenNotIncluded/mods/Steam/3028181310.
System.BadImageFormatException: Expected reference type but got type kind 17
File name: 'AdvancedFlowManagement'
at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&)
at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () [0x00002] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) [0x0000c] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
it cant place the menu button in the world or with me starting a new game