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Updating to Riftbreaker 2.0.
I have set my building costs to be 33% and this mod will occasionally not place all the buildings i order because it thinks i do not have enough resources, even though i clearly have enough.
Here are two screenshots on imgur showing the UI before placing and after placing buildings.
I do not know is the bug perhaps caused by me starting the building placement over an empty terrain or over an already existing building, or by using the picker tool mod.
Thanks for looking into it.
https://imgur.com/a/xFpLg9k
Personally i do not play Riftbreaker without mods like this one.
Ponomaryow made so many amazing QoLife mods that should be added to the base game.
I can't make a beta-only version of the mod.
Most mods do not work in Open Beta 2.0 which got released a few days ago.
This mod specifically prevents any buildings from being placed.
So for those quick scrolling, Mod still works, or at least, give it a try before writing it off.
It will visually show the buildings but it completely prevents you from actually placing any buildings.
So as long as you have the mod enabled you can not start the construction of any building.
When you get the chance please update this amazing mod.
Thank you!
Will you please be making super important mods like this one compatible with the Open Beta that released today?
The entire campaign was reworked and has more content, so its like a whole new experience!
Thanks for improving Riftbreaker!
There is another issue that you have to face the pump other direction .. if you want it to face north, you have to build it south.
I normally go about it by disabling the mod, building as many pumps as possible, enable to mod again .. its 10x faster than doing hokus pokus abracadabraca with the rotation etc.
The bug occurs because the pump ghost turns towards building that has a pipe component.
And the pipe component is on the hidden building ghost attached to the cursor.
To build pumps correctly, simply move the cursor two cells away from the new pump.
https://www.youtube.com/watch?v=lPuex2sqSKI
You should remove pumps from this mods to be honest
other then that 10/10 QoL mod.
Added a message about total buildings count and how many buildings will be constructed.
Could you please consider adding to this mod the UI display from your "Upgrade All Map Tools" that shows how many buildings are going to be affected/constructed?
Here is an imgur picture link that shows what i am talking about (it counts the buildings and types).
Thanks again!
https://imgur.com/a/FKcKfXi
https://steamcommunity.com/sharedfiles/filedetails/?id=2943330639
Repair tower available for building with gaps.
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3290703395
Changing gaps cell count rotation method.
This feature is already built into the code for towers and traps, but it is disabled. For other buildings, I'm not sure that such a feature is needed.
Which is unfortunate since its the most convenient way to do it because it lets you be sure that you are doing it exactly in line with already existing buildings.
I really hope this is something that can be fixed.
Thanks!
There seems to be a new problem which was not present in the previous versions.
If the game/mod thinks there is not enough resources to place ALL the buildings it refuses to place ANY buildings.
But in the total cost of buildings it is also including the cost of buildings it can not place at all, most likely because there are other buildings in the way.
This happens possibly because the starting mouse-click was on top of an existing building (for the accuracy of building placement alignment).
If you can please take a look, this problem did not happen before the latest game/mod update.
Thank you!
Here is an imgur image showing two screenshots:
https://imgur.com/a/Pt9RNrO
Adding free space between buildings with minimum range requirement.
Update mod to DLC3 and WE3.
If you can please take a look at the following issue:
When placing many buildings such as Wind Turbines over certain trees (or similar objects) the trees will de-spawn but those few buildings will not be placed.
Which means that the player has to give the build command again to "fill in the gaps" with buildings where the trees used to be.
Its not all the trees that cause this, but the trees that are problematic show a red blueprint/ghost building icon when you try building over them.
This issue is also common with those "trees" that are in mud & slime pools that block pipe construction, but start despawning when you try building on them.
Would it please be possible to make the game construct buildings over these despawning trees, perhaps by automatically repeating the build order?
Thank you very much!
Here is an imgur image showing two screenshots depicting the issue:
https://imgur.com/a/35jiWhu
Adding Chinese mod Name and Description.
Connecting Pipes between many Liquid Pumps across large pools of sludge/mud/lava is such a tedious task, and even a single mistake can break the connections - especially if some trees/objects are in the way.
If we could just blanked an area (usually a large pool) in Pipes it would be so much faster and more reliable for connecting many Liquid Pumps.
Thanks, bug fixed.
Fixing the bug of lack of resources to create a building.
For example here is this Imgur screenshot from a brand new campaign where i got 325 carbonium and it only costs 160 to build 4 wind plants but it shows two as red:
https://imgur.com/a/BN3DiOb
One thing i would really love to have (especially as a toggle/hotkey or a separate mod) is to make Towers not automatically replace (overwrite) other already existing Towers and Walls.
Also to make Walls not automatically replace already existing Power Connectors.
This would be especially helpful when using this mod for Building many buildings at once.
Version 1.2
Fixed mass construction of limited buildings.
Exiting the construction tool does not interrupt the construction of limited buildings.
Update mod to DLC2.
现在玩家可以建造许多建筑,而不用担心其中一座会移动并破坏线路。
现在,如果一个建筑蓝图是黄色的,这意味着这个建筑将覆盖另一个建筑。
在这种情况下,新建筑和拆除的建筑都将被涂成黄色。
可以建造一座黄色的建筑。
黄色只是为了方便起见的一个信号。
更改的文件:
lua/misc/ghost.lua
lua/misc/ghost_building.lua
版本1.1
修复了错误。大规模建设打破了建筑的限制。
Fixed bug. Mass construction breaks the limit of buildings.
Thanks, I didn't notice that.
I almost fixed the bug, I'm doing my checks and testing for other bugs.
It's funny that the bug is visible on my own screenshots when building an armory.