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https://steamcommunity.com/sharedfiles/filedetails/?id=3328183029
Hope it helps anyone!
Dont hesitate to create a test game and go dev/god mode to test many things, while not ruining your RP in your main game. You could have different setups with different options to figure out what is not clicking. It does have many options, so it's easy to mess up.
The mod was last updated in October... Was that fixed update ever uploaded (and it was forgotten that this was still in the description)? Or is this bug still an issue?
- Added a better selector resolution : if you had the teleported thing selected, it will still be selected once it's teleported
I'm not entirely sure why this happens, but you can sidestep it by linking the teleport catcher outside of the ship and then moving it onto the ship.
If I had to guess, the issue might be that the validator makes sure there's a teleporter on the tile, but the DoEffectOn method doesn't parse the tile to grab the actual teleporter and instead assumes the target is a teleporter and then fails because hull plating interjects itself as the target.
Now if only I could figure out a way to change a map while selecting the link function.
Thank you very much for the mod, I consider it a must-have when doing a SOS2 run!
Wouldn't happen all the time though. Just weighted in favor of it functioning normally.
Spacer (sos2) and beyond (sparkling worlds)... And I really want a transporter...
When trying to make a link, the linked-to location/object "!thing.IsTPSpot();" is compared against the list of teleporter objects included in the mod, but for some reason it thinks the ship hull plating from SoS2 is the object being clicked and not the teleport catcher on top of it, so the check fails and thus the link fails. Here's an image of where the linking is failing. https://imgur.com/a/qS0SDIl
I love the mod, and it's a real life saver with the annoying "You're going to use ALL your fuel to send any craft from the surface to space regardless of how much fuel" feature of SoS2. But with that draw back mentioned in suggestions, it makes this a lot less practical. Every time the power grid goes out or something causes the link to break, you need to waste time and fuel sending a shuttle down and then back up just to re-link the teleporters.
and i accidentally put steam back in online mode so im screwed anyways haha, might as well give it a shot.
Incidentally, by the way you say "the way you do it", it sounds like I've done something unexpected. What would be the expected use case (I mean might as well just do it that way and avoid the issue for the time being).
I installed a workstation, then a spot, then a catcher, and linked the spot to the catcher. When I click on the spot, it gives me the option to toggle automatic on/off and to switch between no route, to, from, and swap.
But 1) while the colors of the glowing arrows on the spot and the color of the link line to the catcher change depending on what I set, the graphics otherwise don't look like the ones given here as an example. And 2) I can put a colonist on top and literally nothing happens, whether or not I click on the workstation. Meanwhile, 3) clicking on the "registry" button I get when clicking the workstation says it's "empty" despite that I followed the steps in the description above to the letter.
And 5) I get that blinking clock icon over the spot/catcher.
What gives?
@Cables Spots need electricity iirc. Try to move a catcher instead(like shown in the gif) I admit the howto talks about spots..
I love this mod and translated the mod into Simplified Chinese.Would you merge it if you are free? Github [github.com]
I found most text of workbench setting can't translate.Would you like to export them?
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The only solution (I've found) is to unlink and relink them. Not the biggest deal because I keep personal shuttles around, but it is annoying having to do the whole rigamarole.
And, as others have suggested, being able to increase the weight limit would be awesome. I however would prefer if the entire "quality" system was removed and the weight limit was instead a result of power consumption. Add a gizmo on the workstation or TP spot that adjusts the current Power Draw When Active, with higher power draw increasing max weight capacity and also the speed of teleport warmups and cooldowns. The warmup, specifically, could also be correlated to the weight to be transported (and the body size of the pawn, if appropriate).
For example, when I first had 3 portal spots immediately next to each other, and pawns were dropping resources in them they would sometimes stand on the spot above the one they're interacting with. Or, they can accidentally teleport away when trying to uninstall another teleport pad, by standing on the adjacent pad.