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I want to reuse some of your thread safe code execution for the HoverRail mod - can you please let me know if I have your permission to reuse? Or happy to discuss / show you what I'm doing before you approve?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3357066029
<string>Concrete</string>
<string>Wood</string>
</BlockSubtypeContainsBlackList>
dosent work
A sample string config would look like this:
<SafeSkinList>
<string>Wood_Armor</string>
<string>Concrete_Armor</string>
<string>Plastic_Armor</string>
</SafeSkinList>.
The idea is not really mine, but we managed to implement something similar in the
Atmospheric Damage & Hazards (BB)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981291508 .
I think you might be interested to see it...
If I could also make a recommendation, maybe adding editable method via method similar to Build Info, Water Mod or even Aerodynamics to make editing Configurations even easier.
That being said; Wouldn't it make sense to have powered grids by default not Rust? Once a couple of the tweaks pulling this out of Experimental are kinked out, I intend to add this to a custom Scrapyard Survival Series, which also helps with cleanup of Structures by adding Time Limitation to acquiring them.
1) NPC stations inside safe zones are rusting.
2) OnlyRustUnpoweredGrids does not protect all powered grids.
3) RustDamagesBlocks (when false) does not seem to prevent block damage from occurring
4) I have found extremely rusted and destroyed grids in space, far from the nearest planet. I know the grid did not spawn like that, as I have seen the grid before. It is from the Trade Operators Coalition MES mod and it is a station that provides additional trading services to the player. It isn't normally 80% decomposed.
I don't see a link for a support Discord or anything like that, but if there is a place you'd rather this stuff be reported, please let me know and I'll be happy to do so.
I had to increase a lot more the starting rust, since it was rusting in the day on some planet, making things a bit... weird and overwhelming.
<OnlyRustUnpoweredGrids>true</OnlyRustUnpoweredGrids>
does not seem to take effect. Still got rusting on powered grids on my server
Since my builds contain some inaccessible functional blocks with different textures (so insta-painting the whole grid won't cut it), I have to sadly disable this mod.
I presume that the Torch Concealment will protect the grids from rusting as they despawn when players are not near?
Or the rust mechanics gets applied based on grid's age, no matter if they are concealed?
I run HC Planetary Survival server - very immersive with food/water and sleep, realistic jetpacks and this would be a good addon to immersiveness. But if concealed grids do not suffer the effect...
Even after changing the file for rust to start after about a day on earth, once I log off the server and back on, everything outside is rusting or starting to rust and taking damage, even with Rust damage set to false.
Some spam from me, but here's a save with short instructions.