Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks
The Basic idea of that mod was for blocks are made airtight with extra bits around the base block.
The cost of the blocks were increased with the extra bits. It has 2 styles: Clear and Tinted Glass.
There are some really nice ones. PassageIntersections by AViegarien
AQD - Sleek Corridors by enenra
I have no plans to make any right now. I am always adding to my possible mod idea list.
So maybe I will add it to my list.
I did not find the issue in the Style D Half Horizontal Button Panel.
I checked the Style D Half Vertical Button Panel.
I found an issue in the Low Quality (LOD1) model.
I pushed a fix.
Thanks Again.
I decide to change the rotation of these 2 blocks back to vanilla rotation. I never intended to change prebuilt vanilla inset light blocks rotation. I think the front of the vanilla blocks should be where the Light is at, but that is not what Keen's blocks were.
Maybe Keen will fix the Inset Light Blocks' rotation and I will have to re-rotate the blocks again
If I change it to fix loading this mod into an existing world with vanilla blocks, then those that have placed
the interactive versions will have them backward.
If I leave it as is then existing inset light blocks when this mod is added to a world are then rotated like it is now.
I am inclined to leave it as is and put a note on known issues.
Your explanation I think is what @Siam T'il Illan was trying to describe.
I can fix this. Keen's Vanilla Inset Light block is defined backwards.
The light is the back of the block. (I used Build Info and Build Vision to see this)
All other inset blocks I made the front of the block the active block part.
When I added Interactablity to All lights, I used the recreated vanilla block but set the front
like all my other modded blocks with the front being the interactive part.
- Fix Block Pair for Inset Jukebox style D
- Added Intractability for All Inset Light Blocks
- Added Intractability for All Inset Sound Blocks
I think what you are describing is that in game in the G-Menu it can be hard to find my blocks.
More recent mods I have put the blocks into a group on the G-Menu called "+TSO". This should be the bottom group on the G-Menu
I have been putting my modded blocks in that group as well as others, for example, the large block group, Automation group.
I created an "Inset Group" and put both the original Automaton Mod as well as the Inset rotating Lights.
Is this what you were looking for the blocks all in one group like the "+TSO" group? If, so then I could go back and the older mods to the "+TSO" group.
I again tried reproducing this. The one thing I noticed which is normal is that it can take
10-15 seconds some times when you first load the save for textures to load followed by the LCD images.
This mod does nothing to scripts. I took the LCD model and added it to a wall block.
The SBC block data file is that of an LCD with additional components, point to updated model and icon.
I checked KSH support site. It is for a different block however has some similiarities.
I saw a comment about LCD not working for someone else using vanilla LCDs on the KSH support page for PC.
Support Page - PB LCDs not Working [support.keenswh.com]
Can anyone else reproduce this issue?
Can you check with vanilla LCD? If you have the same issue?
Then I would suggest creating a ticket on KSH support page.
I'm using the basic inset LCD panel. Scripts are enabled, high quality, analog and digital clock.
I put all 14 of the LCDs with a programmable block and loaded Isy's Solar script. I made all the LCD show that output.
I tried this on Model Quality High and Low. I can not seem to reproduce your problem. Maybe you can provide some more information.
Are all LCDs not working for you? Which one? Style and Size.
Do you have In Game scripts enabled? Save Selection/edit settings/advanced/In game scripts.
Do Vanilla LCDs run scripts?
What is the model quality setting you are using?
What Script are you trying to use?
I also added the new interior blocks to a separate block variant group. From your comment, I assume you do not like the adding to Vanilla group.
1. I added it to the vanilla interior structures group with Cylindrical Column for all interior block structures in one place.
2. I created separate group with just the new blocks - This will be useful to quickly use them when placing the other inset blocks.
3. I added them this way because of the way the block variant groups work (those blocks with + on G-Menu/All or any other tab)
They way the block variant groups work, all blocks must be specified and not just added on the end.
If another mod changes the Cylindrical Column depending on the load order, the blocks from this mod will go missing.
So if this happens, I also created the other group.