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En théorie, en ce qui concerne le fait de générer des trappes/échelles pour simuler des "TPs", est-ce qu'il y a une limite de quantité de "links" sur la map ?
Si un admin met en place environ 100 "TPs" avec ces trappes/échelles, est-ce que ça peut impliquer des problèmes de performances ?
Found 24 lost basements and released them back into the wild.
Thank you so much for this!
I have already thought of a code that would automatically teleport the admin to the different hatches, by category, every 10 seconds, and one by one, the admin would be teleported to the hatches, he would be informed of the id for each teleport , and if during the teleportation the admin notices a missing hatch, it would be enough to move the character to stop the teleportation, in order to replace it (it's a concept ^^)
Some players will destroy their hatch thinking they can move it across their house on their own. When they realize it doesn't work that way they tell Admin's of their mistake but then I don't/can't locate the basement # attached to the house since their previous hatch was destroyed.
know that you can reassign a basement to a new hatch if the old hatch is destroyed by something, use the brush tool and the basement add options menu on the hatch.
Heya! Just tested this with one of the players of our server standing next to me. The basement was released from the hatch & assigned to the "Free" basements! Without someone else building a basement and hopefully getting that same basement I can't confirm or deny that it *fully* works.. but it looks like it will!
You are the best, thank you. I am sure there's a few basements lost in "limbo" right now due to players destroying their hatches but I'll try to utilize the non-thumnable mod you posted below to hopefully prevent any further basement losses.
Thank you so much!
Please, could you test the release of a basement through its hatch with other player near you (set free basement with context menu on hatch), I would like to know if in MP the hatch is indeed removed from the map for all players. THANKS
@mech gaming
hi, use this when you build:
(This mod allows you to place a tile non-thumpable with tool brush if is activated (current OFF))
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3025189998&searchtext=thumpable
Now you can free any basement, so that it can be reassigned by building new basements (To make a basement free, please go to the relevant trapdoor, you will have the option in the admin menu named Basement add options )
Correction of a bug exploit, you could use the crowbar infinitely to force the padlocks of the hatches, this is solved!!
Exactly like how RV interior has their set up to if an Admin releases the interior from the vehicle it can then be assigned to a new vehicle later on.
ty
Hi!
I don't know how important this is, but in your Sandbox_EN.txt file there is no comma at the end of line number 66.
Is it possible to have it that basements are only able to be built by admin only? Or would that require asking for permission to edit the files directly on the original mod?
otherwise yes you can put this mod in an existing save.
The first issue was that modpacked files had corrupted my character (so at first the tiles weren't showing for me but did for other people)
The second issue is LOCATION... Some parts of the edges of the map (probably because the game doesn't recognise them as important) will not work properly with the mod.. From our experience in Nomad Z, we saw that it would work once and then never show the option to enter/exit again - This is more likely to happen the closer you are to the map edge - so we recommend that if you are going to custom build a basement (or like in our case, a fast travel system) area on an edge of the map (for the purposes of keeping them away from players on server), that you TEST it before building the whole damn thing XD