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
Then I'll see about updating :)
Though I might just get the beta to update this and go back to 1.5
Maybe.
Why is everyone willing to get mods to 1.6 already even though the game isn't officially 1.6 yet ?
So setting up seamless send/receive zones appears to be impossible in 1.4.
However. I simply renamed the "1.5" folder to "1.4", and so far it works perfectly in my 1.4 game.
Also, using WVC Work Modes you can set mechs to escort any colonist, and they will happily follow anyone you want through any skipdoor.
Thanks!
Is there any way to get my mechanoids through a skipdoor onto another map? It would be super nice, but living mechanoids can't go in stockpiles, and I can't make them path into the door by themselves. And no one will carry them.
For pathing .. I guess yeah I could check now-ish to see how it's done in that other mod..
And fair enough. So, basically, “maybe soon-ish, possibly perhaps” (:
That sound kinda mostly right-ish? (:
Then why not maybe add electricity network too ? :3
thought of another way!
make a stockpile, storing most stuff a ways away, using a 1-tile wide "wire" to get the zone near the skipdoor. fill that "wire" with slag. For all skipdoors on this zone, ensure that filtered targets don't want slag. Now, you can put any items in it, keeping them manually within the radius!
also, any chance you could add in pathing for auto-useing of them? (skipdoor pathfinding)
Not sure what you could work on next relating to this, between this mod and the skipdoors being used for pathing mod, skipdoors are now "complete" I would say? :)
Skipdoors can now be set to local. There's also a config option to set the default behavior of new gates.
Took my time for this one since you said there was no hurry :P
Wonder what I can work on next.
With this, you could have your high priority gate on your home map as local, your low priority as global, and the remote one (the one in your outpost) as global.
If you have surplus, resources will be stored in the low stockpile which will be sent to the remote destination. From there, they won't come back since your remote's priority is higher than your local "surplus" stockpile, and the remote gate can't send resources to the local one in your main base. But if your main stockpile runs out of resources, they'll still be replenished by your surplus, since a global gate can still talk to a local gate on the same map.
That's my specific usecase I had in mind. I'm sure people will come up with more stuff once available though^^
Similarly when making say devilstrand dusters, I may want to send them all to that network if quality is less than legendary, or whatever.
Basically, a pawn will never *want* to look for jobs in another map.