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so i just finished it quickly, without adding things i thought i would, made it simple for now.
check the details on the mod page. have fun.
i didn't do too much bug hunting, but there is a dev-tool gizmo that you can start zzzts from electric buildings (not batteries, check the mod page) and try things.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367738537
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but since you all ask about it, i will try to check tonight to see if i can update it quickly without adding anything.
anyone can take over it as it is and update it. but give me a notice and when the time comes I will ask you to also give link to the new mod, if I can do it ever.
But that mod's page says that it prevents the random circuits.And that feature says "not compatible".
But it also says that their features are toggle-able. So maybe, if their toggling disables the using of their patch altogether, there is a chance.
Also my mod has high priority, to make this compatible with RT Fuse and Power Logic, so if they didn't use a high priority patch for some reason, my mod should override the Short Circuit features of that mod. And you can try and see it for yourself.
Thanks, I figured out the issue. You have to move the fire slider a very long way to the right before the numerical value changes, despite the slider sound scrolling the entire time.
- Fires was meant to be the milder damage option before the explosions. (base game)
- So the power limit for fires should be lower than the power limit for explosions.
- So, if you slide down the power limit for explosions to the minimum (10 w); at that minimum voltage short circuit will cause explosion, and render the fire option invalid. (automatically the values lower than 10 will cause fires). If you increase the explosion option, fire option will be valid again.
Though, if anything, I don't know *how* Harmony patches would cause a conflict that major... I wish I could actually get exact details for you on this issue.
-Either harmony successfully patches it (the mod works) and mods' action happens in the game, after you load your save, not before, not in the main menu, not anywhere else.
-Or harmony can't patch it (the mod fails) and mod has no effect at all.
So again, this is a normal working mod for years, i can't help with game failures if you don't give me an error log.
If you ask me, your problem sounds more like a game-integrity level problem. i gave you the usual debugging procedure. Try those, try with re-installing the game if you can. Backup and clear the game's user folder too, that with the config files. I shouldn't tell you these in my mod page but, i started it. I won't speak of it again.
Then nothing. Absolutely nothing can be done to grab a log, because no menu. No UI elements. Just cycling backgrounds.
Have you seen any errors specific to this mod? If so, give me the error log so i can see what's wrong.
If not, do the usual modder debugging before specificly suspecting my mod. I don't know what menu you are talking about but the usual debugging goes like this: Recheck game files' integrity on steam. Clear your modlist, clear your config folder and for the best saves too (with backup if you want) then add mods one by one, or by groups to find the culprit.
Scenario Editor > Edit Mode > Add part > Disable Incident - Short Circuit
For saved games;
- Incidents_Map_Misc.xml > ShortCircuit > baseChance (xml modding)
- or adding the disable incident parts to the save file might do it (more xml, pretty overwhelming)
Probably there are mods that you can edit the Incident happening chances in game too.
With this mod, best you can get is probably zeroing the battery drain and non-fused explosion chances and to have dysfunctional short circuits.
- Some method, field names and a .dll reference change for compatibility regarding settings UI and sound.
- I didn't notice any difference in Short Circuit Event, so the event patch methods are untouched. No function change.
- Because Power Logic and RT Fuse are not yet updated, I can't be sure about the compatibility with these mods. I did a quick check and didn't see any errors with them enabled, and at least the fuse buildings seems to work as intended. Even if they didn't, I can't do anything more before they are updated.
As always, do a backup save, just to be safe.
For the sake of easy browsing, please tag your mod as translation though.
May I have your permission to forward/upload the translation file of this mod to the workshop?
Since this mod is about reducing the battery drain independently if you have a fuse mod or not...
But if you have fuse mod, and say like your other settings are %40 battery drain;
- Same as mitigated => Whether you have fuses or not, battery drain will always be %40.
- Battery Drain without fuse: 2* mitigated => %40 drain if circuit has capable fuses, %80 if not.
- Battery Drain without fuse: 5* mitigated => %40 drain with capable fuses, total drain if not.
Independently from the explosion settings, this might be useful for settings in which, fuses not gradually/all about the battery drain but about preventing the explosions mostly.
If your idea is "No fuse, no ease", slider to the max (total drain?) might be the way to go.
Among mode options, = Battery Drain without Fuse: Same as Mitigated
I want to know the detailed meaning.
Thank you for using your time to make this, very much appreciated
Fixed a bug from before i guess nobody has noticed so whatever:)
Comment now if you see anything out of place. I may not be able to bugfix for almost a week.
- More proper Zzzts without batteries.
- Added minimum power limit for fires.
Sustaining this started to become harder since I'm trying 3 mods to work together at so many different things. I made up my mind with another kind of fuse building. Expect another simpler, more convenient and compact Short Circuit mod from me in near future.
* Fixed power logic flicks for breaks. (Credits to Supes)
* New settings for fire, explosion, breakdowns and event letters.
* Code cleanup and refactorings.
* Settings menu fix and visual edits.