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Fordítási probléma jelentése
Yes. And I will continue to support 1.4 and 1.5 as well.
Those mods must be inheriting their Defs from the main one that I patched for neat storage, so yes, indirectly it is intended.
Buildings from `Reel's Expanded Storage`, `[sbz] Workbench Shelf`, `[sbz] Fridge` are now also watchwable. Is this by design ?
Done
@LouIdZarcs
Compatibility for ReBuild and NanoCE glass has been added
@qux
The cost for both the display cases and barriers have been reduced to be more reasonable
Man there is a lot of mods adding glass - sure, I'll put it on the list
Oh! Yea, that's a fun mod name, sure I can make the statues watchable
There aren't any actual Pawns involved aside from making the statue.
@Troublesomeknight
Not technically possible without massive changes. Pawns are drawn entirely differently by the game than things. And objects put into a display case functionally "freeze" time. Pawns need regular updating, so this would produce nothing but issues.
@qux
I'll put it on the to-do list
Would it be possible for their cost to be equivalent to fences?
You should take a look at the second screenshot - although anomalies cannot be watched directly (having visitors running in and out of rooms would destroy security score, so you have to mentally envision the visitors looking through the glass)
@qux
I'll put it on my to-do list :)
If thats not already an option, please consider this as a suggestion!
No, there is no way to select which pawn does the job I'm afraid.
@(^0v0^)OriginalOwl
Check the NightmareCore mod settings, you can disable the "safety" checks there in two steps. By default you can only display basic resources because something being put into a display case functionally freezes that thing.
Thanks for the note, I haven't been able to replicate whatever the issue was, and I am no longer getting that issue.
However, I have another question - if I start a guided tour manually, is there a way to select a specific pawn to be the guide?
The tour gathering spot is not part of the compatibility patch, that is the "only" valid building to make a museum in the mod itself.
There is a debug action you can use to check if a building is watchable. It will produce a message in the dev log if that is not the case, you can use that to check what happened. If you provide insight into what looks like a bug I can try to fix it, right now I have no way of helping you.
@(^0v0^)OriginalOwl
They should be, but I remember the logic there being a bit iffy. Pawns only really increase their recreation when actually watching a building, so if they spend a lot of time walking from building to building the recreation boost might be hard to notice.
Also, I am having an issue with guided tour gathering. I have two watchable buildings that are filled, and my guided tour gathering spot initially stated there were two watchable buildings, but trying to activate the guided tour (when there were guests on the map) was automatically cancelled and now it states there are no watchable buildings.
Nope.
@LoopKat
Hmm, that could work. But a lot of the Museum tour logic is hard-wired to being in a specific enclosed room, a zoo would be outdoors, so I'd have to rewrite a lot of the guts of what makes tours possible.
Not sure if that's really possible (or if it's an impractical amount of work), but figured I'd offer it as a conceptual workaround
That just technically doesn't work. Only buildings can be watched in museums, if it needed to work for moving pawns I'd have to rework the whole logic and it'd be an entirely different mod.
Yes. Probably not 100% safe to remove mid-save though, as it adds think logic and obviously "holds" items, which you'd lose if the buildings from this mod were gone.
Could you please provide me with the HugsLog regardless? Other users may run into similar issues, so I'd like to fix it from Museums ;)
I can't reproduce your issue. There is already a patch in place that should invalidate the Museums room from Biomes!Fossils.
https://i.imgur.com/V8pA0rT.png
It could be possible that some other mods patch is overriding my invalidation patch. I will need a HugsLog from you to analyze this possible issue - you can use this mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2873415404
After startup, press CTRL + F12. If you are unable to upload the log through the in-game mod, use the button for more details and copy it to clipboard, then manually upload it to a website like https://pastebin.com/