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This is usually enough to split the blocks into the desired groups.
This is not the most reliable solution. I used this only because it somehow works with completely unknown blocks and in some cases can give an acceptable result without modifying the script.
Oh, yes, that's really need explanation. SE have large number of blocks, which should be grouped, we have nothing but the names of the blocks to do this. SPLIT_PROGRAM tries to remove insignificant parts of block names, replaces the text, and also explicitly defines block groups. This is not a very reliable way to achieve results, but it is the laziest way. You need to think about how you would like to group the mod blocks and add your rules.
There are some IFMOD directives, that works only if specific mod is loaded. You can add new mods the same way I added them.
Most powerful thing is MATCH (aliased as M) If the block name matches a regular expression, its name is transformed.
For example: M Antenna Dish= Radio= Compact=
If block name contains 'Antenna', then 'Dish', 'Radio' and 'Compact' words are removed from block name. Now all antennas named simple as 'Antenna' (no other words)
Also, what do you mean buy "Analyze research screen."? Do you just mean to look ingame, or is there something else that I'm missing here?
I updated the mod for "Contact" update. Sorry if I mess your game after Keens mess your game :) I have an idea how to prevent this from happening in the future. Or we'll wait for SE2
Normal update woes.
The mod turned out to be surprisingly compatible. I only see cosmetic defects. Please send me your list of mods in private messages or in some other way.
Disabled this mod only, and saves now loading. Figure'd I'd post in case anyone is facing the same issues.
Tons of other mods loaded though, so might be a conflict. Finally got into the game so didn't want to troubleshoot further at this point.
If you are talking about a server, GTL3 can be configured.
s.o.v.a. - I am trying to figure out 2 early game hurdles
What is your by design progression for:
Going from lander to getting solar panels or a wind turbine up and running for power?
And the need to get rid of the taint of a starter vehicle when remove starter vehicle is enabled.
(usually a rotor, small head, merge block)
Thanks
Sorry, but that explanation doesn't make much sense to many of us. While I can find those files in the GTL mod folder. I have no idea about:
- Which files need to be copied.
- What "local SE mods folder you mean".
- How to execute that regenerate.py script. (I presume a Python script, but which version? As I know enough about it that this could matter)
- Edit SPLIT_PROGRAM.txt how!?! What needs to change?
- Analyze Research screen. Do you mean the G-menu? And if so, what are we to look for there?
It would be very much appreciated, and would increase the popularity of this mod if you could create a GTL 3 Guide for Dummies.
In the workshop page for that scenario/world Beeblebum wrote to disable Splitsie's Build restrictions mod. Which I did. You only het a very limited list of items you can make in the beginning.
Also, I only find a \Storage\3207654953.sbm_GTL\Setting.XML file in the save. Despite grinding something and it being buildable from the G menu. Where is that supposed to be registered in a file?
I try use it on scenario played by: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3188842508
its not reset all BP to learn after grind :(
I even disassembled the game module to determine if it is possible to do full automation. Unfortunately, it is impossible. If the game developers had provided write access to the research blocks, many other mods would have been supported without any changes, and the rest would have been supported by changing the configuration file.
That would be great, thanks!