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The Heat Stones look like they're working (the temperature in the room goes up and seems to stay in the 18-19C range), but the pawn's Slept in the cold Mood Debuff never goes away. It looks like the temperature is possibly getting reset back to 15C every so often: It may be happening too fast to see, but not too fast to register for the pawn.
Do they conflict in some way, or is it for performance concerns with so many maps?
I think won't be possible make space platforms move, may be you can settle a colony there but probably they won't move.
I hope on multifloors platform too as all support for all others biomes cause this DLC bring the game to another levels..
It's not sure grav ship with multifloors will be possible. He said this already some messages under this.
It seems we must wait for the DLC release (that in my opinion could be better than Biotech) and wait with patience that Telardo will do his tests.
If so, I'm doing a mortal engines like playthrough lol
The underwater idea Giorgio Dibitonto dropped is very interesting. If we could add water tiles and underwater biomes, that would enhance game so much!
Yeah I expected that multiflorlors grav ship would very very difficult to implement.
We can only hope that one day would be possible add some support for Odyssey at some degree.
Independently for that, thanks you for all your efforts and for the answer 👍
I can share some thoughts on the 1.6 update:
Getting it to work in 1.6 is actually pretty straightforward. Contrary to what some might assume, the pathfinding update doesn’t affect this mod at all, since I just add a custom “pathfinder” for stairs on top of it, and the vanilla pathfinding remains untouched. That said, the update is still a solid improvement for overall performance.
As for the planet layer, it’s not really intended for local surface maps in this mod but surface/orbit (and perhaps modded underground) layers .
Supporting Odyssey is a lot more challenging. Like I might need to add new rendering for sand and other terrains. Having a multi-level Gravship is even harder, I'm not sure if it's possible currently.
I'm not a coder but I think that layers are others stuff. For example vanilla world map is now the surface layer, and the space in DLC is another world layer, over the surface layer.
It's a cool features because now is possible add several layers togheter, for example modder could add an underground layer, or another external space layer, or an underwater layers, and I think a lot of thing are possible modding side.
Saying that I don't think layers are directly useful for multifloors. If you make a building with multi levels it would be always at surface layer level. So I think that multifloors will be still Rhodes by sum maps.
The right new is that as you pointed "sub maps" have been improved with several changes, and "path finding" (that have aleays been the week point for Z level) have been totally multithreaded. So I think that there is a lot of potential here to I prove multfloor mod.
My initial Flow rate was at 500 for the exporting pipe.
When I was messing around with it, I set the flow rate to 75 and suddenly the vat on B1 (receiving vat) filled up to max.
I'm not sure if that's supposed to be how it works, but either way I can work with it.
It seems that there's an issue with the Pipe Connector.
I haven't attempted it with other resources other than Nutrient Paste, but it won't transfer the paste between floors. I have it connected with the "G" floor being the Exporter (producing paste) and the "B1" floor being the receiving floor (has a capacity of 75 paste).
The connector on B1 reads that G (floor above it) is connected and producing. It also reads that B1 has a capacity of 75. Fluid won't come out of the B1 connector though and the tanks won't fill. I don't know what to do at this point....
But would be cool for the underground aswell.
Moved world pather into layer to prevent out of range exceptions in modded content. We previously had a global pathfinder, whereas in 1.6 we require you to specify the exact layer you want to pathfind on to prevent simple scripting mistakes."
Potentially dangerous/useful changes in 1.6