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I've tried the current version, and the storage cabin seems to work fine locally. If you're experiencing no errors, but a 4x4 area around the structure with all the people and items turns to transparent, it's likely a problem with the Cutout shader. Perhaps a mod has changed the level settings or something. Do you have any ceiling-mounted structures nearby, like ceiling fans from VTE (vanilla temperature expanded)?
Hmm... The medicine's inability to be recognized in cabin's storage may caused by it can support a roof, but I'm not sure. Let me test it over the weekend.
Did you load the Adaptive Storage Framework and put it first in the mod order? If the storage cabin disappears, there should be an error message related to it. Is there any red text indicating what it means?
比如我在手术界面添加了一个手术,小人会因为识别不到储存仓里的医药不去做手术;赫血种会因为识别不到储存仓里的血原包不去吃。
但是做衣服和食物又是可以正常识别的
ive run into a minor visual Bug i believe.
at some point during my playthrough the Walls have lost brightness, meaning: they got darker and darker, almost entirely Black.
uninstalling and reinstalling them somewhere else did not fix it, but newly build walls are still normal.
im not sure what may have caused this but im playing with over 300 Mods, so i could be a Incompatability.
they still function normally, the textures just turned dark at some point.
这是MOD的链接: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530387840&searchtext=%E4%BC%9A%E5%8F%91%E7%94%B5%E7%9A%84
请问是否会进行兼容呢?
If many people still think the shield Cabin is too OP, I may also consider to reduce the connection amount from 2 to 1 or sth.
First of all, the regular ship shields are very rare items, and some mod conflicts or mod updates may cause the shield cabin to be damaged or even disappear, which is probably unacceptable.
Secondly, using Minified Things as ingredients can introduce potential instability or compatibility issues. Since Minified Things are generic wrappers, they may contain different internal data depending on how other mods handle building uninstallation. This could lead to unpredictable behavior or even errors in the crafting system, especially in heavily modded environments.
@Omega13 fuel tank walls should be counting as ship fuel tanks IF you are following the requirements of VCE. They need to be connected to the gravship engine. If the engine piece is not connected to the fuel network it will not count them.
The ability to incorporate a grav field extender, signal jammer, or orbital scanner into a wall seems like obvious additions here.
Also: the chemfuel tank walls seem to refill very slowly when using Vanilla Chemfuel pipelines, unlike the vanilla fueltanks which pretty much fill back up instantly. The visible fuel meter on the cabin is also longer than the wall section itself, causing it to stick out of the graphic a little weirdly.
Anyway just my feedback. Hope it is helpful.