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Does the transfer policy work as I assumed, then?
I have allowed for steel and components to be hauled on the G floor staircase.
I then set in the policy "steel 300" and "components 5".
I assumed this means they will haul components to the connected floor (F2), until that floor has 5 components. But now they keep shoving components into the ladder indefinitely.
I guess they just keep track of stockpiles, accross floors, on their own, and this policy is redundant?
According to the ingame tutor there is no compatibility with heating.
I haven't gotten this far yet, but I assume you'll just have to make a separate heating network for each floor. Not the end of the world, tbh, it's just some extra steel for additional heaters.
Check my followup post on the thread you commented on, maybe that's your problem.
Disregard my first post.
Time on any floor below -1 will be stopped as if it were another settlement. This also means that any pawn that gets to a floor below -1 will stay there forever unless you switch to its floor.
Actually, Vehicle Map Framework came out with an update recently which added some compatibility with MultiFloors.
Apparently, you can even have multi-floor vehicles!
The only limitation mentioned was that cross-floor hauling doesn't work between other levels between vehicle/main maps.
So, pawns won't automatically haul from Main Level 0 to Vehicle Level 1, or Vehicle Level 0 to Main Level 1, but they will still haul from Main Level 0 to Vehicle Level 0, and will haul between levels when already in a given system.
Meaning, if you have some stockpile on the vehicle's main floor, they will still haul from the main map's floor 0 to the vehicle's floor 0, and from there can haul from vehicle floor 0 to vehicle floor 1.
The buildings in Replimat are supposed to connect through the power grid, but it doesn't look like it works with just MultiFloor's power connection across floors.
can you make a patch with this please? it cant find a recharger in other floor when i set them to work and recharge
- SOS2:
Launching a ship will generate a new map and unlink it with other levels.
Ship movements in space will not work correctly with other floors.
Building a bigger reactor underground is useless because we must build a bigger cooler
But the cooler itself can't be build underground, so no choice to build on G but if I can't connect pipes through stairs I can't use the bigger reactor if no cooler connected with corresponding pipes
I really need it ! Thx
the cat will haul across floors and get stuck there and not come back across and starve to death unless you send a pawn up and use the enter command to have them bring the cat back down
I'm on the dev version btw.
I know, but I'm mostly thinking about things like mortars.
If enemies fire a mortar at your ship, but you have the shield on, will the shot still go through the upper layers, or would the main shield protect them?
Or would you need a shield on the top floor?
There's only combat on the main floor.
Will we be sacrificing size for height, or can we effectively have a second gravship stacked on top?
Also, how do upper floors interact with the grav shield? Does it protect all floors when active, or only the ground floor or floor where it's placed?
Could not instantiate a MapComponent of type TerraformingAsteroids.MapComponent_TerraformingAsteroids: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key