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回報翻譯問題
I'm working on a mod to make the vanilla invisible wiring craftable in the wiring station (there's one that adds them to the teleshop which I found annoying).
Hopefully I'll also figure out a way to make them visible under certain conditions (either while using the scanner or holding the wiring tool, whatever is possible).
If you want to play with the wiring panels, play with them. Make a light, two wall switches and two wall buttons. Connect the red output from whichever panel you want to figure out how to use to the light, and either a switch or button to each of it's blue inputs (I recommend a switch for most of them, try wiring one two both inputs as well). Every object with a blue input node has an on and off state, and the wiring panels simply change how those states are turned on or off.
I already tried to get them to add these before release but the answer was always the same "not needed, just use 3 gates" BS <.<
Interacting with such objects whilst they are unconnected with any wires allows you to cycle thru the available skins.
rip the dream
Does it needs an update?
I just discovered: People who use the Macrochip mod are having their gate sprites overwritten by that. He changes them to make the descriptions fit with his own macrochip gate descriptions! :)
Perhaps it would be best to display it via a Bar Timer similar to the Progress bar seen when updating steam games.
No, I conciously left it as it is. It at least have actual screen that shows the numbers. Besides, I couldn't think of a good way to hide it into a panel and still be readable.
@fuyu._
Well, I dunno. (My "style" is jus an vanila PowerOutlet block's sprite, slightly edited, really) I have no idea how Starbound handles conflicting files in mods and how to ensure that my version of sprites dominate said mod's ones (Or is "a mod for a mod" is possible at all). I won't just re-release that mod with my sprites in it, that's called "stealing"...
https://sp.zhabite.com/sharedfiles/filedetails/?id=734422430
This mod only changes .png sprites. Plust, there isn't even any remoteinput.animation in vanila files. So error must've come from something else.
Yes, that's exactly what it does. Simple reskin.