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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1796378101
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Just loaded a game to test it; seems to work for me. What's the exact problem? The service area just doesn't expand when it's built?
I just installed it yesterday and played today and it seems to work fine
scrubbers get build and instantly increase their range to max
"If there's demand, I'll work it back in with ModConfig or something similar"
I wouldnt say i "demand" it but i would really appreciate it tbh :D
PRAISE THE SUN!
Cant wait to test it out and to me it doesnt matter how long i have to wait for a update as long as it comes eventually :D
so thank you m8!
and @maiden4meldin
im not sure if it works but a possible alternative could be "indoor scrubbers" which allows scrubbers to be built inside domes (and therefore cover core areas) but it might mess up your layout and cost you a full tri slot (or atleast change it to 3 3 tri slots)
I guess you already knew about that one considering you wrote a comment and it probably isnt the "perfect" solution but maybe its a improovement over the current options
In any case, enjoy not having to set those sliders again.
There are no ModConfig Options (which is expected) but there is also no effect on new build scrubbers which should start out at max range once finished but thats not the case either
may there be some conflicts id have to look out for or is there anything else i might be missing?
Regardless of that I have to thank you for this truly wonderful mod even tho i didnt had the chance of using it
one might think just by having this mod installed your entire colony should get a +20 to sanity just by saving you from this sanity raping process of increasing hundreds of thousands of inhuman monsters refered to as "Service Area"
*SUFFERING INTENSIFIES*
jokes and cries aside good job bud have a good one! :D
However, the mod has been updated. It's back to its old form of maxing out the range sliders for the scrubbers and heaters rather than letting you choose a default, but that's what I figure most people want anyways, so...
If there's demand, I'll work it back in with ModConfig or something similar.
No Mods prior to Aug 6 (Da Vinci Patch) will function. Too bad, I did like this one.
1) Find the building class name. You'll have to peek at that mod's source to figure that out. (You can get a mod's source by going to the Mod Editor, double-click the mod in the list, and then in the new window, look for Code elements. Click a code element and there will be an Open button in the right pane.)
2) Add the building class name to DefaultServiceArea.BuildingTypes table
3) Create an entry in DsaUpdateModConfigOptions() for that building type. (You can just copy the entry for another building already in there and change the name fields.)
4) Reload the mod.
Hopefully it's not too intimidating. Maybe when I have more time in the future I can work out dynamically adding building classes with range sliders in the UI, but not immediately.
Ty for you work and for sharing.