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Of course it's U7. Tubeways were only added in U7.
I have in theory fixed the issue and am currently doing testing.
I need to perform extra testing because I want to make sure the mod will work on Experimental 0.7.9 and still work on Stable 0.7.8.
I know there's another mod that can turn on building things from the other faction, but since it edits FT and IT's building lists, there's nothing I can do about it from this mod. If I tried to allow it for FT in here, then it would ALWAYS be available for FT. (and crash the game, since iron teeth materials don't exist in FT, the other mod adds those.)
There is another mod that allows both factions to use both transports. This would play nice with that.
I'm curious if you've considered creating a tiny zipline station?
This isn't something I can repeat. I'd need to know what other mods you have installed. It's probably some sort of interaction between this and another mod.
In fact if stopped working like this, I'd probably actively try and make it work again.
I remember it not working, then I remember seeing someone do it in a youtube video, and testing it myself to see it does work.
And when I think about how it's coded, I'm not sure why it wouldn't work.
That error is saying that a Tube tried to connect to something, and doesn't have the graphics for that connection.
It doesn't say which tube, but this mod shouldn't be causing that.
Looking at the values though, whichever tube erred, the game is trying to connect it vertically, straight up and down, so it's likely that somehow it's trying to connect a normal tube upwards, when no graphics exist for that.
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: Couldn't find value for False False False False True True
Timberborn.Coordinates.NeighboredValues6`1[T].GetMatch (System.Boolean down, System.Boolean left, System.Boolean up, System.Boolean right, System.Boolean top, System.Boolean bottom) (at <68664b50da85448f9a391303f6d3f631>:0)
Timberborn.TubeSystem.TubeModel.UpdateModel (System.Boolean down, System.Boolean left, System.Boolean up, System.Boolean right, System.Boolean top, System.Boolean bottom) (at <bd046ecfddaa44c28bc3b683168ff27f>:0)
Timberborn.TubeSystem.TubeModel.UpdateModel () (at <bd046ecfddaa44c28bc3b683168ff27f>:0)
Timberborn.BlockObjectModelSystem.BlockObjectModelController.UpdateModel () (at <e980c5ea4c0e4a0e95980b1adeeb5cba>:0)
Timberborn.Buildings.BuildingModelUpdater.UpdateBuildingModelsAt (UnityEngine.Vector3Int coordinates) (at <aa94621fe4174be08800c79c0a49906a>:0)
(for that mod)
You can download specific versions from mod.io though, this mod is up there. If you specifically want 0.7.0.2 you can go to mod.io, download that version and extract it to your documents/Timberborn/Mods folder, then in game turn off the version of the mod with an image of a cloud next to it, and turn on the version with an image of a folder next to it.
I'm working on the tube/door on any side thing, it's actually being a real challenge.
I can't really do things as you describe, but could do some of the things you're asking for.
I could for example write a custom script so you have the roof show up by default, but disappear if you build something on top... or if designed smart enough, you just wouldn't see the roof, so no script required.
Pressing F is flip mode, so all it does is flip, which doesn't apply to a 1x1 building like this.
Adding another door... again I'd have to write a custom script for it, but, it's probably possible.
Can you add this to Greedy as well?
Thank you again.