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I know that this doesn't help, but I wanted to state explicitly that everyone has my blessing for any fork of the mod or for anything else you want to do with the code in the mod. I never got around to setting up a github for the mods, but I do include the source with the mod drop; please feel free to use or reuse anything from my mods, no permission necessary.
Could we get a version without the component cost in the pipes, maybe with a few plasteel instead to compensate?
The mod I removed is "The Division Gadgets". Although I don't believe it was caused by removing an unrelated mod, perhaps you can also try to see if the same problem occurs?
The following is machine translation.
I built a container for storing iron. I restarted the game due to loading, I removed a mod while restarting the game. This mod did not add any raw materials or fabrics to the game, But Pneumatic Tubes the construction options related to raw materials and fabrics only leave the formula provided by the mod material, while the construction options for leather and bricks are normal. the containers for storing iron that were previously built have also disappeared. I don't know if this is an issue with removing mods. I tried reloading Pneumatic Tubes and restarting the game, but the issue did not resolve.
1. Do you have the new research now and/or the many mod options?
2. Are you getting any errors on loading the saved game? Ones of interest would include the name "Kayesh" in the error message or the DLL name "StandardizedExtrusions" in the error stack. If you are, could you create a new discussion with a sample error?
However, I am still not getting any buildables in the menu. I tried unsubscribing, deleting the folder, then re-subscribing, but that did not fix it. I use Rimpy to activate and sort mods, so I am pretty confident it is not a load order problem, so my next guess was that something else must have updated and created a conflict, but the only 4 from my mods that have updated today are yours, Wealth-scaling orbital traders, expanded biotech style genes-AIO, and Hospitality. Which, none of those strike me as something that would have overwritten something that your mod shares or would conflict with. Nevertheless, can you think of anything off the top of your head that might have a problem with those three?
My next step will be to dive deeper into other mods that might have a sudden and random problem, but since other VFE pipes are still working I tend to think it is probably something more isolated than that.
Had build huge tanks for Steel, and three of the stone blocks that I produce at this colony, with a short network to have the drain and puller near the manufacturing benches.
Separately, would it be possible to find a way to make the tanks be hooked into the tradeable inventory? Because right now it keeps them kind of separate and does not seem to recognize that they are stored.
The mod options look pretty ugly now due to the scale of options. I may need to move away from HugsLib and back into the vanilla mod settings in the future to make things neater; HugsLib makes creating mod settings super easy at the cost of less customization.
If you no longer have the ability to build the pneumatic tube buildings, please note that there was an update on Dec 20 2023 that added new research requirements for the buildings. This is to combat the issue that @Ducky brought up: having so many buildings in one research project caused lag. The original research project still exists after Machining, but it now does nothing on its own. The new research projects are now locked behind that original project.
You shouldn't see any impact to already existing buildings, whether completed or under construction.
I won't be looking to add meal networks in this mod; things with ingredients, quality, or that are stuffable are out of scope for this mod. I'm also interested in piped meal storage, though. For now I've been using vanilla nutrient paste expanded (to my pawns' horror) or else rimfactory's storage containers, but this might be something I play with in a separate mod down the line.
The RIMSPR mod looks interesting! Think I'll need to try that one out. I am aiming to look at dynamic loading of categories and automatically excluding resources that don't meet the criteria, so that would help with the archite capsules.
Thus, using Transport Underground via Belt that is Enclosed makes sense.
If I only want to use Metallic ressources.