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回報翻譯問題
All fridges already function as hoppers.
당장 떠오르는 생각으로는 벽냉장고의 기능을 옵션화 시켜서 무역송신기 기능을 끌 수 있게 하면 될 것 같네요. 다음에 살펴볼게요.
벽 냉장고가 무역 송신기 역할을 하면서 냉장고에서 한번 / 다른 무역 송신기 모드에서 한번 / 총 두번 물건의 갯수를 세서 발생하는 이슈같습니다.
일단 무역송신기 모드를 제거하고 플레이하는쪽으로 타협봐야겠네요.
예를들어 1칸 벽 냉장고를 설치했고 그 안에 가젤고기를 75개 넣어놓고 통신기를 이용해서 원자재 상선과 거래하는 상황이였는데 거래창에선 가젤고기를 150개 보유하고 있다고 나오는 상황입니다. 동시에 들어가 있었던 옥수수나 딸기같은 채식재료도 같은 문제가 발생했습니다.
150개 전부를 판매해보았는데, 150개 가격만큼의 은을 받는것도 확인했습니다.
혹시 수정될 가능성이 있을까요?
Now you can paint the fridges
하나 더 얘기하자면 다른 모드의 전력 소비량은 관습으로서의 고려 대상은 맞지만 DLC도 아니고 그걸 스탠다드 밸런스라고 부를 순 없다고 생각함.
수정해서 쓰세요.
That’s exactly what the Wall Fridge does.
No, Ice was allowed in the freezer. However, I saw, that if I increase the hauling task priority over the the drawing priority, the pawn actually stores the water directly in the fridge.
Thanks for your effort anyhow.
Could it be that you set ice to be stored somewhere other than the fridge? When water is put in the fridge, it turns into ice, so it’s taken out to be stored elsewhere, then turns back into water and gets put back into the fridge… it might be repeating like that.
Yes. I didn’t have any problems. In my case, it turned into ice in the fridge.
Well, I just installed No Water, No Life and tried putting water in the fridge, and there’s no issue at all.
Meto. In log I found this: FixesForSBZFridge broke save maps.
Shoutout to the Adaptive Storage Framework dev for helping me out.
What exactly do you mean by “destroys the game”?
The reasons are as follows:
1. It consumes much more energy than a freezer (a room with air conditioning and shelves)
2. It does not save space at all compared to a freezer, the point of this mod would be if it allowed you to store, for example, 4+ things in an occupied cell.
3. It requires many more resources than a freezer.
With the help of DawnsGlow, all issues with the Wall Fridge have been resolved (1.6)
I licensed it as GNU GPL so you'll need to add link to it in description (maybe with some text to encourage contributions).
The fix only works for 1.6 version.
Let me know once you have included it, I'll remove the fix mod.
The first option sounds good to me. I’ll be waiting.
It would be great if the fix is integrated into your mod. It would also be nice if you add me to credits section with name linked to workshop :)
Right now, the fix does not change anything in the xml, there is no interaction between the two mods. I am using rimworld's building spawn and despawn events instead of creating a new class for wall fridges. I think it's better to keep it that way, so the fix mod can be removed later if necessary.
Regarding maintenance, We have two options,
1. I can release the code for my mod and you can add it to your mod as as per your convenience. I will keep updating my mod's repository, if necessary.
2. We can combine the code for both mods in a single github repository. You can add me as maintainer (or vice versa) and both of us can work from single code base.
In either case, it will be easy to remove the fix mod if necessary.
I'll have to make a few changes to the fix before it can be integrated directly into your mod.
I’ve been waiting for you. Would it be okay to include it in the mod? I’m a bit concerned about the maintenance, but I think it’ll work out somehow.