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The entrance of the Longhouse(Flipped) is still narrow, but I hope this change will improve the passage issues.
Thanks for the reporting.
I am working on a minor fix of this mod, so I will also look into the Longhouse door. And it would be helpful if you could provide screenshots of the troubled door.
Also, please try Shift+Ctrl+F11 if you did not try it yet. This shortcut can rebuild NAVMESH and fix minor, random pathfinding errors.
"Sometimes a part of the floor of L-House or Lagoon L-house becomes impassable.
The cause of this problem is unknown at the moment, but you can resolve this issue by rebuilding in a different location or angle."
Some buildings, (bridges, platforms, etc.) Will have areas that won't be passable, if you build over things in the terrain like, rocks, trees, and other detritus. Also, if you use a bridge above, sometimes it will cause a building below, if said building crosses the thresh-hold of the bridge (they don't actually need to touch one another, just be overlapping) to do the same thing.
These are just a couple things I've noticed recently, pertaining to what you said above.
:)
I am glad to hear that :)
I feel your pain. Rotation never solves symmetry issues.
What walls trouble you? Is this the wall you described?
→ Image1
If so, the ”Forgotten Buildings” mod makes the flipped version buildable.
→ Image2
If you mean other walls, I am afraid I do not have any idea right now.
But it's not a symmetrical wall. It's a wall with one end looking like it's unfinished, with twisted re-bar sticking out of it, and the other has a vase shaped... plinth. Pedestal. It's like a corner support structure. It looks pretty sweet honestly but it's always on the left of the wall when facing the outside. :(
Honestly, that particular wall is probably part of a mod itself, so it wouldn't even matter if there was a Flipped Walls mod.
I know it's a long shot but it can't hurt to ask. Unless you hunt me down and punch me.
I made flipped buildings to have more height and angle freedom than their vanilla counterparts. Therefore, with or without Slopeless mod, you can change a flipped building's height and angle in a broader range than vanilla buildings.
You can subscribe Slopeless and this mod together, but Slopeless and this mod do not affect each other.
2. I understand, your decission
3. Heavily modded games have many, many entries. Personally i change/revert as much mod categories as i can/where it makes sense to keep the menus short. Better arrows then scrolling through lists of the almost same assets. (market stalls/ signs/ banners)
Aditionally, as german is my native language i do these category changes, when i'm in FCS to translate. I hate german-english-mixed games. So a single line change more or less doesn't matter.
Thank you for your feedback.
I know the long building list is annoying, but there are reasons why I categorize flipped buildings as they are now.
1. To make flipped buildings the way you describe, I must change the settings of the vanilla buildings first. This change will increase the risk of conflict of mods.
2. The clear separation of the modded buildings from the vanilla is important for me to test and manage mods.
3. I don't like clicking <> arrows...
Please feel free to make patch mods to change the building groups or categories.
Thank you for trying this mod!
i would like to see the buildings where the normals are. just use the arrow to switch between the mirrored and normal version. Why every mod tries to create a own category.
Thank you for further investigation!
Characters sometimes don't recognize the door of flipped L-house and Bughouse. In my test run, my engineers did not start constructing automatically when I placed blueprint of L-house or Bughouse in my base. Relaunching the game or opening the doors resolved the problems.
It seems Navmesh around those doors are unstable. I will tweak the entrance of L-house and Bughouse.
Thank you for letting me know. I will look into the issue.
And it would help if you could send me screenshot or image links of the broken L-house and its surroundings.
Partially succeeded to replicate that problem. I placed L-houses onto unpassable bumps in Gut by using edit mode, the right half of floor became unpassable.
But the next day, even I built L-houses on the same bump, there was no problem... I am puzzled.
I would continue to study this problem. But for now, all I can do is to alert users to the passing issue. Thank you again for the feedback
Thank you for letting me know.
I think that issue is caused by collisions of L-houses, I'll try to fix it.
製作感謝!!
L-House when you flip it?
J-House it is!
great mod, man your mods are like super pog!
don't get me wrong my own work sometimes slaps, but what you doing is extremely nice!
I have plans to add Watchtower, Stephouse and Longhouse.
It takes some time though. (maybe 3-5 weeks per building)
As for Bughouse and Y-house ... please don't expect.
Is it possible to have a flipped watchtower as well?