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-API版本更新;mod应该不再是过时的固定图形烦恼,因为深度冷冻库库存和普通的深度冷冻食品出现在同一个位置!但要小心,冷冻食品需要两天才能解冻
这些物品不能是冷冻干燥食品或熟食
-Crockpot产品陈腐食品变质食品所有其他食品都可以冷冻——即使它来自另一个mod
深冰柜可以用炼金术引擎制作原型
-5个董事会
2复杂机械复杂机械部件可以使用炼金术引擎成分进行原型化
1档
1个金块这个mod就是全部,这是由Luminite 2和Hammer314队长创造的Maxwell Compatible
这是版本1.11,请让我们知道您发现的任何错误
海难兼容版本
Don't do that!!! Please update your script.
You're overwriting STRINGS.MODS.VERSIONING, which in turns causes the game to crash whenever there's a mod update, yours or another:
LUA: RUN-TIME ERROR [string "scripts/mods.lua"]:704: attempt to index field 'VERSIONING' (a nil value)
Oh, alright, likewise!
Please take a look at the Perishable mod and configure yours to use it, if it's not too much trouble. It would really help.
GetPlayer().components.builder:GiveAllRecipes() [this line will allow god-mode crafting]
c_give("carrot") [this will give you a carrot]
c_give("seeds") [this will give you some seeds, to test a second item]
After that, build the deep-freezer and try to put the items in. If that works, then it's another mod interfering with ours; let me know your other mods and I'll try to figure out which one isn't playing nicely. If doing all of that doesn't work, let me know and I'll try to work with you to figure it out.
Thanks!
@wow4jacob2: I'm not sure why you're experiencing that behaviour. It's worth noting that items only get frozen when you close the lid (not just by putting them in the inventory). If you're doing that and still having the same problem, then my guess would be that some mod is not playing nicely with ours. This shouldn't be the case (we designed this mod from the ground up to be omni-compatible), but it's possible. Make sure that you're using the right item (the deep-freezer) and shutting the lid, and if that doesn't fix it, let us know and we'll figure it out.
When I get a spare moment, I'll upload a fix for permanently frozen items if the deep-freezer is hammered or otherwise destroyed. However, a workaround for perma-frozen items is to make another deep-freezer and put them inside; shutting the lid will refresh them.
I have not had a chance to look at what it takes to port to DST, but the mod is designed in a way that it should be very simple (hopefully it will require no changes at all). We will try to get a port up soon.
Thanks!