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I guess this is the proper explanation: https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes#graphics
Diagonals being a feature of Rebuild is going to be sick asf, can't wait.
For now the diagonals are still here, until we get them added to ReBuild with the new implementation.
Some fantastic decorative additions in here! Amazing work!
The other big change will be the diagonals; I'm looking into what it will take to make them work nicer similar to the diagonals shown in the DLC screenshots, but I will have to wait until I get my hands on the DLC for that, I suspect, since I don't know how the diagonals in the DLC are done on the code side. Might end up needing custom code! But hopefully the end result will be a cleaner look and a more straightforward implementation. I'm also going to see if Helixien wants them for the 1.6 update for ReBuild, since diagonals are now vanilla and not a passing fancy of a madwoman (aka me).
That's on the agenda for a rework of the diagonals; I've been busy lately so no ETA on that though, sorry.
The void flooring is actually a floor, similar to deep ocean water it just has the tag <passability>Impassable</passability>, which stops anyone from walking on it!
I will say that the invisible stuff unfortunately won't work for your fogged room idea as neat as it sounds, since its invisible it means that the fog system doesn't count it as blocking vision.
Also, would you consider adding invisible walls, "embrasures" (0% cover lol) and doors?
I imagine void flooring is secretly a type of wall you can shoot through anyway, but like the idea of being able to have the floor between two spaces be visible, but canonically lower down and inaccessible, or canonically higher up and also inaccessible but this time you can't shoot through it, or for silly temperature purposes.
Invisible doors have a lot of potential with fogged rooms. Like, you could make an area that looks like you can walk in without opening doors, but is also fogged until you enter it, like an arena that only reveals the boss inside once you enter.
XML error: Could not find parent node named "RelicInertBase" for node "ThingDef". Full node: <ThingDef ParentName="RelicInertBase"><defName>oracle_RelicBlahaj</defName><label>blahaj</label><graphicData><texPath>Things/Item/Relic/Blahaj</texPath><graphicClass>Graphic_Single</graphicClass><shaderType>CutoutComplex</shaderType><color>(255,255,255)</color></graphicData><stuffCategories><li>Fabric</li></stuffCategories><costStuffCount>100</costStuffCount></ThingDef>
- Fixed error on oracle_voidWall
I had no idea that there was a flag for that error.
<disableImpassableShotOverConfigError>true</disableImpassableShotOverConfigError>
See the last item in the FAQ section of the description.
As an aside, some suggestions:
* Additional cliff texture - "cliff stairs" (with a lower pathing cost).
* Additional cliff type - "artificial cliff" (like the chasm, but as a cliff to allow, for example, an artificial water reservoir type structure).
* Additional textures (wood, stone/concrete) for chasms and the artificial cliff suggested above.
* Reiterating an earlier suggestion for the cliffs to be available for all stone types to allow for cliffs in stony areas and to be more consistent with stone types available on the map.
Of course, this is addressed in the FAQ soooooo... ¯\_(ツ)_/¯
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3294950875
https://gist.github.com/HugsLibRecordKeeper/be75586a2416d03c13a096146939ecb6
Possibly, what kind of versions were you thinking?