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Could it be that Laara's 0 combat skill is the culprit here ?
I should walk it to an area... then unmount and somehow load nearby resources, then remount and manually walk the drafted survivor and mech back to base... where I mark it for emptying and repeat??? Is this correct?
I will investigate internally what's happening with these notifications. Thank you for letting me know about this.
resources are being delivered or resources arent available but still after a few seconds/a minute you could go and finish the construction cuz the materials appeared.
No idea why Steam insists on pinging you for comments :D
resources unavailable message appears when others are delivering materials to a construction site or crafting station, others than the unit controlled by the player.
Those others might not even do it right at that moment they might just have it qued up to do it after they finish the current task.
apparently if you put power usage at zero and connect it to the grid it will not work,
if you put power usage at one the sensor will work,
if you remove the power consumer trait the sensor will not work because the game can't connect it to the power grid.
Reason for making it autonomous is that I am making small turret nests around the base, I like to keep them isolated and try to avoid having stuff working outside of attacks to minimize repairs and fuel trips to such a long distance. To solve this I ended up making smaller versions of the generator and battery which provide less power and only supply the sensor to keep it spinning.
Maybe he is waiting for the game code release? I don't know if I used the proper phrasing on that.
2. Spawn defs in the Daily group are triggered once every day, while those in the Hourly group are triggered each hour. The Initial group is triggered at the beginning of the playthrough. The spawn def triggers once and then spawns things based on its properties. It can spawn 1 to 100 items or always 100, and there is also a chance it may spawn nothing. There are no hardcoded limits on how many animals can spawn, but each spawn definition limits itself. Look for the "Map Count Limit" property.
1.I meant buying them animals only, not selling, maybe they could spawn tamed or you would pick the place of delivery like delivering them in a pen but it might be problematic to tame more than one animal in the same pen they tend to interrupt each other's taming process. Better to spawn tamed at the pod.
2.I made my own spawn definitions, problem might be that I picked late fall for one migration, winter for another and spring for the small predators, maybe they are too close together?
But i am going to try to use the nests I remember seeing that option. Is there a limit for local predators on one map shogu, tecatli, gujos might share that constant? Since the Saltu map is filled with shogus plus the ones I am ranching.
In the end there is always the cheat mod you guys released but I liked them appearing on the map and making the effort to get them.
Trading animals can be... chaotic. The trading pod is not much larger than an adult ulfen. You'll need your people to lead the animals to the pod and then despawn them. If the trade deal fails, you'll have to respawn the animals. The entire process takes up a lot of survivors' time.
Gujos and tecatlis are not spawned by story bits but by daily spawn defs. The spawn def creates a nest that spawns the animals. That's why it's not working well for you.
Do I have to delete the mod after I open it it out, the one with the hard drive icon or will I still get updates if I don't modify it?
But for now I am tormenting myself in a trade scenario trying to get some people hitched with little success.
Its basically my last goal here and then finish up decorating my base.
I've uploaded a change that connects mech ownership with storage visibility. Now, shared Cargo Mechs can be loaded/unloaded by everyone, while owned mechs can be serviced only by their owners, and forbidden mechs are not loaded or unloaded.
@Paraleo, if you are curious about how to do it, see the last 2 functions in the CargoMech class file.
I can't help you for the flythrough camera. It's something I've never done before.
What I would need is at least a way to hide the UI completely and some way to make some directed flythroughs at least from top down without the mouse showing, basically cutscene level stuff.
Ownership will not force survivors to see or not see the storage, Paraleo. The ownership component doesn't contain this logic scripted within it.
if the bedroom storage access is your issue I seem to recall there is a locked door mod somewhere, if all you need is some of the survivors not to touch storages u can always remove their deliver activity but be aware if they are crafting they will not be even putting their finished stuff back they'll just drop that on the ground.
I had some medium programming training but that was 20 years ago.
Easiest way to do it since we can modify any game constant through the editor
Constant MechControlMinSkillLevel we set it to whatever but it changes requirements for all mechs. Don't forget to put it into combat category if you plan to use it.
I am probably going to go with Combat level 1 since i am playing mostly in a city builder mode now.
The ownership requirements can be edited in the filter function tab quite easily, funny thing you can make anyone own a mech but they might lack the skill to operate it aha.
I was wondering if the mech should have a higher demand priority, but if I do this, survivors will ultimately prefer it over any other storage, even if the other storage is significantly closer to them.
Still hope for that dropship to make an appearance tho as an alternate to the mech and people would be using it to rest and maybe it has a separate storage for meals I know i don't have the skills to make it.
In light to some events in the gaming community any of my ideas you find cool enough to use, use them without fear,if i wanted credit for them I'd open my own gaming studio :P.
- Works as intended, it is especially good to use in a nomad style of playing let's say where u go periodically to some areas and gather stuff to bring to main base, the new flags feature should have been paired with the release of a cargo device like this in the live game its quite easy to add for you guys
One caveat the mech has lower priority than a freezer by example so as my people where harvesting a palm meat orchard, they were ignoring the parked mech near it and went to put stuff in the freezer and yes everything was setup fine, now for myself I can just modify the mod to work properly but the normal players can't.
Another thing the mech inherited Combat 3 requirements from the original light mech, maybe intellect or physical this is a fringe case where people play with peace mode and do not have too many survivors skilled in combat,
With flags, I still see some weird behavior. You said that you prevented it from re-registering into the new area. Perhaps that's an issue. When I made the flag, the mech seemed to work as intended. After I MOVED the flag, the mech didn't want to work in that area anymore. Taking the mech just outside of the border did make it where the survivor would use it as if it was in the area, but once in the area it won't work.
@Thee'e Vang, I am unable to reproduce the issues you described. Is it possible that you are experiencing interference from other mods that modify the mechs?
@Onibaku, it is intriguing to hear that survivors are prioritizing delivering resources to the mech instead of the nearest stockpile, shelf or chest. There is a logic in place to select the closest storage device. I will look into it.
Your observations regarding the Area Flag are accurate. The Cargo mech is most likely a global storage device.
What do you mean, @Thee'e Vang? The mech has a gun - it shoots slowly and inflicts a significant amount of damage atm.
Two Area Flags - One surrounding home camp, the other being mobile for "Salvaging" duties. Sizing of both areas is appropriate to cover respective zones.
5 members, 4 assigned to home, one assigned to salvaging.
Mech sitting in salvaging area, Allowing to have materials delivered, forbidden to take materials out.
Issues: Salvager (only when assigned to the salvaging zone) is not able to deposit into the mech. Says no available storage on right click. Fixed when assigning him to global. Assigning mech to salvager didn't help.
Posted separately due to character limitation