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v1.6.11
- Fixed update Mechanoid Upgrades mod patch.
v1.6.10
- Added compatibility patch for Vehicles Wrecks Expanded .
- Fixed compatibility patch for Mechanoid Upgrades .
@KahirDragoon
Thank you for your report.
Thank you for reporting this. I think it's probably for the same reason as the error with other mods, so I'll need some time to check and fix it. Please wait a little while.
Posted it also there. Not sure which sides can solve it.
Log: https://gist.github.com/HugsLibRecordKeeper/7e509c76cbcf94ae669c87392d2f80f5
To briefly explain your question, the "<killedLeavings>" setting in RimWorld's xml specifies what is dropped when an object is destroyed.
When an object is dismantled, the "<costList>" of building or creating that object is referenced. In vanilla RimWorld, only 50% of the resources are returned.
So, if you use the same resources and quantity for both, you will get 100% of the resources when destroying something, and 50% when dismantling it.
For objects that can be destroyed by attacking them, destroying them will take longer than dismantling them, but you'll get more resources. Dismantling an object will only give you 50% of the resources set (50% off is vanilla settings).
For this reason, if only one material is specified, there's a higher chance of getting nothing.
I'm currently testing a method that someone else suggested the other day (checking the Odyssey DLC to drop Biofuel). I'm testing it in conjunction with other updates, so please be patient. Thank you.
v1.6.9
- Updated the patch added in v1.6.8 (Preliminary problem fix.).
- Add new patches for Odyssey DLC, Gauss Cannon. (add HP, work time, cost, destructible, can dismantled)
v1.6.8
- Update compatibility patch for Medieval Overhaul .
Thank you PvtGrumpy for your report.
- Add new patches for Odyssey DLC, Mech Pylon, Mechanoid Processor, Mechanoid DropPod, Ancient Terraformer.
Thank you PvtGrumpy for your request.
Ok, I've reworked an old patch for Medieval Overhaul, so that ancient ruined battering rams and ancient ruined siege towers can now be properly deconstructed and will give half the resources when destroyed (compared to the vanilla system: 50% of the cost).
These changes will be included in the next update, v1.6.8.
Thank you for reporting this. I will also check the contents of the mod.
This mod is an xml patch mod that does not include a dll, so there are no mod settings.
I may be able to help you if you tell me not only the object name but also which mod name added it.
v1.6.7
- Added compatibility patch for Mechanoid Upgrades .
Thank you AshSmurf for your report.
I figured out the answer to the quiz by myself.
The cause of the error was that Mechanoid Upgrades ignored the Core's Parent (Name = AncientMechBuildingBase) setting because each defs had <Mdeconstructible>false.
The error disappeared after adding a patch, and the demolition time and cost were added.
But, ancient light was not touched.
I don't know what mods use "MU_AncientMechUpgrader" or "MU_AncientBasicUpgradesAssembler" in defName or Name, so could you please tell me the names of mods that you have enabled in your mod list that use words like "Ancient", "Mech", or "Upgrad"? I'm not good at quizzes, so a no-hint would save me the trouble of having to search.
Config error in MU_AncientMechUpgrader: alwaysDeconstructible=true but deconstructible=false
MU_AncientBasicUpgradesAssembler
MU_AncientMechUpgrader
MU_AncientBasicUpgradesAssembler
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
thing like cars make sense to give a few pieces of slag but things like the wheel rims should give a few pieces of steel instead of 1-2 pieces of slag
v1.6.6
- As a temporary measure, until I can come up with a better solution, I have disabled the ability to minifiedDef and movable of "Life Support Unit" and "Ancient Emergency Lights" in the Odyssey DLC.
If you are unable to move a packed item after updating, please use "kill" command it in dev mode tool.
Personally I think deconstruction only is the most balanced, but that's just my preference, I am 'one guy'.
I think that interpretation is probably correct.
In that sense, the options are to treat it as a simple panel, return it to an immovable state, and limit the material to that of the panel (about 5x steel), so that it can only be disassembled.
Or, treat it as the same material as the oxygen pump, make it disassembleable, add power (-150w) and an OxygenPusher to the comps, and then make it removable.
Is that about right?
But, it is not pumping oxygen and only power source stuff.
The station's network system cannot be removed, but the life support unit is just a panel, so I think it can be removed. However, the 3200W power generation capacity set in the DLC may be too large.
Thank you for your valuable opinion. I will use it to decide what to do next.
Rimworld is a game where you can butcher human corpses and turn them into human meat. But it's possible, and it's not something players are forced to do.
I am not forcing you or the player to use life support units, I am just giving you the option to do so. Please, do not force your ideology on others out-game.
The basic concept of this mod is to simply create options as to whether they are possible or not. Ancient scrap can also be destroyed by attacking it, just like before the patch.
I did not come here to offend you, if you want to keep it this way, that is you decision alone.
If you think moving life support units is a problem, then you should also think that being allow deconstructible ancient scrap that cannot be dismantled, and making items that normally drop nothing when dismantled drop resources, are similarly problematic, and I would recommend stopping using this mod immediately.
This mod makes it possible to do things that cannot be done in vanilla.
"hey, this mod causes life support units from abandoned space stations in the odyssey system to be uninstallable/reinstallable, which is incredibly broken. I believe that is an accidental change"
Please read your own comments. What is "incredibly broken"? What specifically is wrong?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3533119005
Final conclusion:
It was not the mod's fault. For reference, I have prepared a comparison image with and without the patch. You can check it yourself by disabling the mod.
Comparison image with and without the patch
What was confirmed:
The description "<minifiedDef>MinifiedThing</minifiedDef>" does not exist from the beginning in "<defName>LifeSupportUnit" in Odessey/Defs/ThingDefs_Buildings/Buildings_Natural.xml and "Name="BuildingBase"" in Core/Defs/ThingDefs_Buildings/Buildings_Base.xml.
Therefore, if you have installed the "MinifyEverything" mod, please check the mod options to see if permission LifeSupportUnit has been granted.
Also, please remove this mod from the mod list, try loading the game, check if you can move and report back.
Reference:
The RimWorld 1.6.4528 rev1222 update has made some fixes to LifeSupportUnit, such as stopping it from spawning on some maps.
I will continue to check the content in the actual game.
I'll check it out.