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Nahlásit problém s překladem






It may be better as a standalone mod as to not require MES just to have jump gates.
Might look into MES scripting sometime but no promises are made.
https://github.com/Geocube101/Iota-Modular-Jump-Gates/issues/19
It appears that RSS uses two GPS waypoints (one for proxy and the real one) that it switches between. This mod will show both active and inactive GPS and if you select the wrong one it may lead to issues.
I'd like some feedback on the issue thread above from users waiting for RSS compatibility on their problem and the actions they took to produce it.
There's no way for a mod to run cross server communication scripts.
It would be nice if Keen added it but as of right now this mod can't connect two servers.
Jump time is decided entirely by whatever animation you choose.
One can be added with a zero delay for instant jumps.
Gate explosions have been added - must be enabled in config (see Gate Explosions [github.com])
@UrRrI
The requested config option has been added (see GateRandomDisplacementRadius [github.com])
Can you create a bug report on the Github with the crash log?
https://steamcommunity.com/sharedfiles/filedetails/?id=3577743688
<SafeJumps>true</SafeJumps>
<MaxLargeJumpGate50Distance>10000000000</MaxLargeJumpGate50Distance>
<MaxSmallJumpGate50Distance>2000000000</MaxSmallJumpGate50Distance>
<MaxLargeDriveChargeMW>10000</MaxLargeDriveChargeMW>
<MaxSmallDriveChargeMW>2500</MaxSmallDriveChargeMW>
Now ship teleports at long distance as needed with good accuracy!
@IotaSphere i suggest that it is necessary to add an additional random value of deviation from a given point in coordinates within 1 km without reference to the spread of the jump range
Vanilla drives may be modified by RSS but I'll look into compatibility.
Entities are aligned according the the gate that jumped them.
Each gate has a line that marks the direction the gate's jump space is pointing.
When a ship jumps, it will be rotated so that the relative rotation between the ship and that line is also preserved on the destination side.
For other alignment options, see Gravity Alignment Type [github.com]
Ok then, will look into adding it.
It will most likely require you to enable an option in the config
Currently its hardcoded
The feature is primarily intended for use through this mod's modding API
Just to make sure I have this right.
A button, that creates an explosion when pressed, depending on the stored charge in the jump gate?
.. You want a button or something?
...Like a dedicated button, to destroy your base?
Or are you referring to a system that explodes when the block is damaged enough?
Assuming those lines are red, green, and blue, you probably have debug mode [github.com] enabled.
Disable it either through the jump gate controller, remote antenna, or with "/imjg debug false"
Totally not me thinking I'd found some weird bug I spent two hours working to debug and document the oddly specific criteria that had to occur for this weird bug for a full reproduction on the github before realizing I was a dummy and the issue was a laser antenna I'd forgotten about.
Nope.
Couldn't possibly happen.
After pressing the "Jump" button on the jump gate controller, what was the message shown?
I'll look into it. Not sure how RSS does its thing so not sure if its possible.
There's a lot of config variables that can do that:
Increase MaxDriveCharge [github.com] to change the maximum amount of power a single jump gate drive can store. More power will increase the jumpable distance.
Increase MaxJumpGate50Distance [github.com] to increase the maximum reasonable distance. This is probably the best variable to change for this.
Decrease GatePowerFactorExponent [github.com] to make the power curve more linear (currently it's cubic, set to 1 for linear power increase).
Decrease GateKilowattPerKilogram [github.com] to change the amount of power needed to jump some set mass.
@Reblitech
Thanks for the feedback.
Added the jump gate remote link [github.com] for detached style gates.
Can you create an issue on Github detailing the issue?
Please upload the log file as well
This mod shouldn't affect any grid speed caps. I have a mod for 1000 m/s and haven't had any issues. This mod does temporarily limit grid speeds shortly after jumps but it only lasts a second or two.