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
Wanted to have them stock 10 of each mortar type i commonly use but they just fill them up with explosives as those are what I have most of :/
Thx for the reply. I do have more an issue with any text inside the window as I added a scrollable list of items in the storage with the name of the item and a corresponding image. The text was not there at the time I wrote the mod. I need to check if I can hide it somehow.
I am creator of the mod "ExtendedInspectData" .. users asked me to remove the text (stored things) inside my inspect window, with a user pointing out it may come from your mod. Seems like it is like this.
Is the text you add to the inspect window optional and is there a way to hide it while your mod is active?
Just asking. If you cannot hide the text niside the inspect window my mod should be considered "Soft incompatible" because things are not readable anymore.
If your text can be hidden, I would inform the people in my workshop item about it.
Thanks :)
With dev mode on when I click on a shelf it says some error but not sure how do I post it here without being too long.
you may want to consider updating with a text description.
<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>
like this?
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
What you can do though is to use this mod's Extension for ThingDefs with the <maxItemsByCell> field, which takes a grid of columns and rows like itemGraphics does to specify values seperately for each cell. Using that it'd be possible to have all items only hauled to one storage cell, but not necessarily from the same direction like you'd have with interaction cells
any help appreciated
In-game display:
Storage Group: [Name] (n buildings)
Display when using a MOD:
Storage Group: (n buildings)
This mod doesn't patch hauling, and the custom storage renderer it has does consistently outperform the vanilla renderer by at least 50% when directly comparing in a profiler
I'll note down to look into errors there turning into a crash though, thanks for reporting
Then, Adaptive Storage Framework (OptimizedPrintData → AssignThingGraphic → ThingCollection.Add) tries to render the thing when it’s registered in a storage cell, and the crash bubbles out while spawning gravship cargo (GravshipPlacementUtility.SpawnNonPawnThings).
Removing the retexture fixes the issue.