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I also hope that i was able to remove the missing.string bug.
Are you sure about this:
The supersweeper set to "cross wall" will not pick up anything thats on the other side of the wall though.
When i tested it it worked as expected and pick and deliver everything.
About the Range visualiser i will have to look into it again, maybe i will fix that the next update.
HarmonyLib.HarmonyException: Patching exception in method System.Boolean SolidTransferArm::AsyncUpdate() ---> System.FormatException: Method System.Boolean SolidTransferArm::AsyncUpdate() cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) SolidTransferArm:SolidTransferArm.AsyncUpdate_Patch0 (SolidTransferArm): IL_005d: beq IL_0064
(there is more, but cant comment whole error, let me know if you need the complete error and where to post it)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888290233
Maybe you could try to ask chatGPT to create a Mod Menu Customization, given the library that you are using and see if it works.
When it comes to the architecture aspect of it, I was hoping that the object that is being "modded", would extends a baseSweeper, and you would override the base behavior. Or even when it comes to your sweeper, they would implement a interface of some basic actions and all other sweepers would extends your base_modded_sweeper and implement the methods on their on way.
Not knowing that much of the modding API, C# and the all code behind it, I would be afraid of changing anything, because I would not know the impact. But noticing that the class has a namespace I would say that maybe! The settings on the mod would make that namespace available or not in the game.
Do you have any idea of how the mods settings works or needs?
I have experience with java and python, but never used my skills for gaming, only software developing. I can at least have a look.
If you check the mod I talked with the other dev because I thought it was his mod but he checked and I did the test and then I also did the same with your mod off and it was it.
So keep in mind that the other mod manages the range of the sweepers, so you can drag the range of the sweeper or set it so it doesn't check walls. What happens is that after a certain threshold the other mod stops respecting walls with the set "ignore walls" off. You draw a room 10 by 10 and a sweeper inside and one loader inside and other outside with the same settings. You increase the range by one and over some range it starts ignoring the the walls.
The behavior mimics your large are sweeper or the super sweeper. That part of the code is the one that the other mod says you removed what he was checking so it doesn't cross walls.
Unfortunately they way you implemented the sweeper, removed the functionality plus it makes it work wrong.
Is there any way you could do any of this options:
a) Given the fact that you removed the logic the other one uses, your try to adapt yours to it;
b) Make settings options, so you can pick what you want to use from it, for example, selecting the buildings you want to use on the game. (Hopefully that would not mess the other sweeper code).
The other mode is:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2971184827
I really like what you did with the slime and the background builds and I wouldn't like to lose that.
600g/s Chlorine and 3g/s thermium -> 600g/s bleachstone
Probably i will make it more early game and useful, but also reduce the output:
200g/s Chlorine and 100g sand/regolith -> 150g/s bleachstone and 150g/s clay
that way it could be used to farm clay not only from polluted oxygen but from Chlorine too.
I'd say for the 600g/s of bleachstone output something like 600g/s Chlorine and 30g/s Gold would be fair with gold. If you go with sand I'd probably make it something like 400g/s of each and 200g/s byproduct of clay in addition to the bleachstone. Either of these would have a place as alternates to the new vanilla option.
But up here are the sourcecodes, if you want to publish the background ladder separately you have my permission.
I also discovered a bug with background ladders, if you build them over an existing ladder then deconstruct the ladder, the background ladder will not be climbable. (Not that big of a deal.)
Its unlikely, but I take a look when i have time.