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I think TChange setting should be put in another panel as it is confusing (I thought that it is related to Value/Area/Timer settings)
So, for DeadlyCold workaround, it can be entered without changing lua script with:
Value=-0.2
Area=0.02
Timer=10times/day
I am just playing with SaltWaterWorld setting, great to see heated steam creeping to my base, I enjoy your mod very much, good work :)
public static HashSet<int> RandomTilesPercentAll(float tileamountpercenti, float variance = 0f)
double fnum2 = (double)Grid.CellCount * (num * 0.0099999997764825821);
int num2 = (int)(fnum2);
double frest2 = fnum2 - num2;
while (hashSet.Count < num2 || hashSet.Count == num2 && MapManipulate.randomi.NextDouble() < frest2)
// and removing hashSet.First<int>() from logging
even without that patch, lua scripts can be modified as a workaround (although it will use more cpu power)
Example for 256 x 384 map (multiply 0.0004 by 2.55 (1 / (256*384*0.0004*0.01)) and divide -10 by 2.55)
From:
function DeadlyCold()
for v in RandomTilesPercentAll(0.0004) do
AddToCell(v,"Temperature",-10)
end
end
To:
for v in RandomTilesPercentAll(0.00102) do
AddToCell(v,"Temperature",-3.92)
I must admit that i did not really test the techlevels regularly i will see if i can find the problem.
If you want to experiment you can make a copy of the lua files as in the description and edit the techlevel stuff its plaintext.
Not working In ONI (without DLC):
Temperature panel settings: T value=-10, T change=warm, T area=0.01, T timer=10/day
InvalidOperationException: Sequence contains no elements, System.Linq.Enumerable.First
in RandomTilesPercentAll
Log.DeepLog(string.Concat(new object[] ..., hashSet.First<int>()
Also, I think there is too low argument in call to RandomTilesPercentAll
function Warm()
for v in RandomTilesPercentAll(0.0004) do
AddToCell(v,"Temperature",0.5)
end
0.0004% of 384*384 is almost 0 tiles (0.59), so that exception is thrown immediately
Technology settings: Tech level=early, diff=expensive key techs
Error in WattsonMessage.WattsonMessage.OnSpawn
System.InvalidCastException: Specified cast is not valid.
at PlanScreen.OnResearchComplete
With tech level=disabled works fine
The dlc branch will be from now on a development area and you should see it as work in progress.
I.e. More rapid version of the Temperature change, but only applies for the first day or so.
So nevermind.
Actually I cant start new game even with stock parameters, games stuck in load right in biddle of progress bar. Logs says nothing useful. Only "[LuaDebugLog] OnEvent onchange."
Welp, anyway, thank you for your time. You really a good person. Noty much people are so open for help. I'm appreciate it :>
I got something strange with world size, but cant explain this in English
I think a word needs to be deeper than wide. But i am not sure, i did set the values so this should happen automatically. Maybe you should try it out a bit.
First things first: I'm sorry for long time without answer. A bad things happened.
Now, about question: yes, if set W and H sizes to same values it works good! Sadly we cant create wide but not deep words, but even this - awesome thing.
Anyway, thank you A LOT for your attention and for your mod! One of my most favorite mods for this game ever. =)
if xsize is bigger than ysize ysize is scaled up.
I tried it with smaller than default maps.
In the log there should be an entry
setmapsize "+msizewidth+ " : " + msizeheight
what does it say when the bigger size does not work?
My guess was mod load orded may cause this problem, but no, changing it wasnt change anything.
I have also changed lua scripting ingine place in load orded. Nothing changed.
So it's not working at actual version of the game?
Follow it and then:
There you open theDocuments\Klei\OxygenNotIncluded\mods\local\2014940545\scenarios folder and settings.lua with a text editor.
There you search
function WaterWorld()
for v in RandomTilesPercentAll(0.00003) do if(CompareElement(v,"Solid")) then if not (CompareElement(v,"Unobtanium")) then ModifyElement(v, "Water") end end end
if(GetCycleNumber()>10) then RemoveScript("settings","Scenarios","WaterWorld") end
end
with
And change if(GetCycleNumber()>10) then to if(GetCycleNumber()>3) then
Then browse the folders for the lua file with the water world and replace the cycle time to something lower like 3 cycles or so.
I want to add more settings later but i want to make a complete control panel then so that will take some work and is unlikely to be soon.
I'm sorry for a dumb question, but is there a some way to make water world scenario not so... water? I mean - there are too many (as for me) block that are replacing by water. And it looks like replacing is not stopping after 10 cycle.
So that makes digging down (for oil, as example) almost impossible.
ra