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As the description said, "can be controlled by signal", see: Critter Sensor [oxygennotincluded.fandom.com]
I haven't played with the new bionic dupes yet, I'll think about it.
As I recall the filter is already implemented, click on it and you can select which ones you want it to target (babies are different type besides normal ones)
I also wanted to ask if there was any way the laser could have a filter so you can filter what critters you want the laser to be able to attack/not attack? I like the idea of being able to set it to kill adults only and ignore babies etc.
System.MissingFieldException: Field 'TreeFilterable.OnFilterChanged' not found.
at KMonoBehaviour.InitializeComponent () [0x00068] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0
Build: U50-587362-SD
getting this error when placing it into the world
Thanks. Though the power consumption is mean to be like this, after all, power is the last thing we need to worry at the mid or late stage of this game (at least for me). It should only consume power when it's working, so you might wanna reduce the amount if your power is not enough yet.
Fixed it, somehow the pos of the fish is not int but a float like 64.5, making it out of the turret's range when the turret is attached on the right side.
https://i.postimg.cc/LsVfXXbn/lasernottargeting.jpg
https://i.postimg.cc/TYXDrnvp/lasernottargeting2.jpg automation
https://i.postimg.cc/QdfKGP9T/lasernottargeting3.jpg electrical
i've double checked to make sure that they were in the area of reach, was not automated off, and that it has electricity.
it works for the other critter ranches but not these.
选择类别 游戏崩溃,请修复谢谢
Updated, v2.2.0.0 works for me now, try it again
https://pastebin.com/DJkZBP7m
Please disregard my previous statement. The mod is now working. I manually reinstalled the update twice. First time didn't change anything, but strangely the second attempt worked. I don't understand why it suddenly changed.
Apologies if I caused you any inconvenience.
Just tested that everything works fine, no crash, neither dupe constructing nor fast build with debug tool. Though I'll just recompile everything an update, you can try it again.
It crashes when a laser is built.
I have also tested after disabling all other mods except "mod updater".
Vanilla game, haven't tested in DLC yet.
System.MissingFieldException: Field 'TreeFilterable.OnFilterChanged' not found.
at KMonoBehaviour.InitializeComponent () [0x00068] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.InitializeComponent () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.Awake () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
@Cristoferr Fixed
System.MissingFieldException: Field 'TreeFilterable.OnFilterChanged' not found.
at KMonoBehaviour.InitializeComponent () [0x00068] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
新版本会报错
KPrefabID kprefabID2 = null;
float num = float.MaxValue;
foreach (KPrefabID kprefabID3 in list)
{
float num2 = LaserTurret.CalcProfit(kprefabID3);
if (kprefabID2 == null || num2 < num)
{
kprefabID2 = kprefabID3;
num = num2;
}
}
so it calculates "profit" for the first target, and since kprefabID2 is no longer "null", skips all others