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Rapporter et oversættelsesproblem
public static float SolidMaxMass {
get {
if (_solidMaxMass == float.NaN) {
var warpStorage = Assets.TryGetPrefab(WarpConduitSenderConfig.ID).GetComponent<WarpConduitSender>().solidStorage;
_solidMaxMass = warpStorage.capacityKg / 5f;
+ if ( float.IsNaN(_solidMaxMass) || float.IsInfinity(_solidMaxMass) || _solidMaxMass <= 0 ) _solidMaxMass = 20f;
}
return _solidMaxMass;
dll was v1.0.26.1. Mod updater is installed bur did nothing before forcing an update.
The mod menu displayed v1.0.28.0.
Now it is outputting again. But another issue arose:
It is not respecting the 20kg limit for conveyor rails but puts out the complete storage content in one chunk.
Maybe because you now check the "FumiKMod.SolidMaxMass" and I don't have customize buildings installed so _solidMaxMass is not set?
Also I cannot get the apothecary output to work (my own || Kaedys) I'll test there some more and write it up.
Now the patched Solid Outputs do no longer output Gear Balm to the conveyor rails.
Example config which previously worked for storage:
{
"Id": "StorageLocker", "Input": false,
"OffsetX": 0, "OffsetY": 0,
"Filter": [
"Solid"
],
"StorageIndex": 0,
"StorageCapacity": "Infinity"
},
The Conveyor Loader Building still works so it seems to only be the added outputs.
Maybe this is tied to the update from The Prehistoric Planet Pack DLC Launch:
Solid conduits now transfer the whole pickupable if the mass per unit is greater than 20kgs
Doe it work for others? Can I somehow make this work again?
Cracking idk, possible that is troublesome.
Here are some screenshots Brine , Oil [?url]
But note that if the output is overpressured, the geyser will switch back and forth between piped and normal release. I estimated the sum will be equal, but I haven't measured it.
Obviously with 8 kg/s you won't be able to use normal pipes to fully pump it. Use a mod like Customize Buildings.
Chez moi les tuyaux deux tuyaux de la "presse à végétaux" sortent tout en même temps.
Il serais bien aussi d'ajouter plus tard des arrivées de convoyeurs sur les distributeurs pour animaux.
Un grand merci pour le tout travail fournis, si j'ai d'autres idées en tête je vous les partagerais.
PS : Sorry i don't speak English
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"LiquidGunk"
]
},
{
"Id": "Apothecary",
"Input": false,
"OffsetX": 0,
"OffsetY": 2,
"Filter": [
"DirtyWater"
]
}
It's a great mod, I was just sad it's not working on the oil refinery, but your solution fixed my problem
Not sure what was the issue, but today when I loaded the game and tried to enable this mod it works. (fixed by itself)
(I use mod updater)
The ports have an offset. The offset can be anywhere, even outside the bounds of the building.
How does the deodorizer work, considering it only takes up one tile?
(And the answers to these should probably be in the mod description.)
Also, I found that the salt output port in the old version of Desalinator has disappeared in the new version.Can it be restored?
The StorageLocker may exceed the maximum limit when inputting items, Is this a bug?
Does DirtyWater work with other buildings? Afaik yes. So what gives?
I'm pretty sure it conflicts with the latest version of the fast track MOD.
Was more of a challenge than I anticipated. But I like the result.
Would be great, if you helped testing and bug hunting.
I will take a couple more days, to see how feasible the geyser thing is. It's a bit of work.
If you add the following to your `PipedEverything.json` (as detailed in the mod description, lmk if you'd like help) the Plant Pulverizer will gain inputs for both water and solids.
{
"Id": "MilkPress",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "MilkPress",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
}
{
"Id": "PeatGenerator",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 1,
"Filter": [
"CarbonDioxide"
]
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"DirtyWater"
]
}