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Every single storage container I put down is watchable and I'd love to be able to not have to deal with that. I completely understand that's definitely not top priority. Just want to put it out there
Anyone still experiencing issues needs to make sure they are running version 1.2.1 of Museums.
So I assume the fix I have pushed is not working? Some feedback would be useful, even if I understand that you just want the game to work. But I can't fix a bug I don't have logs for.
@Izmonster
Okay, initially I blamed an issue with steam workshop items updating, but you were indeed correct. I have pushed another fix (v1.2.1) that hopefully fixes your issue. If you still run into problems, please provide me with a HugsLog so I can analyze the problem.
If you are running into issues within a short time of this post, ensure that your NightmareCore mod has been updated to that version. Steam is weird with its updating, so you MIGHT be pulling a new version of Museums before NightmareCore, which will have the issue of despawning your displayed items.
I have also added various new QoL features like using the new draw style (circles, lines, etc.) and adapting all gizmos to allow for changing the watch cells when you have multiple buildings selected.
You got it, just don't put any of my buildings in a grav ship and you should be fine. The problem is that I attached a lot of logic to the map, not thinking that you could ever *move* your buildings around without deconstructing and re-constructing them. Odyssey threw a wrench into that logic so now I need to reorganize.
@Peterimu
Depending on which storage building you are talking about you can change the mods integration patch. Outside of that I cannot provide an easy fix for this.
Resource Dictionary might just be able to help with the glass issue.
I don't really know how I should fix that. I can't really "pick" one of the two mods to win out, they both provide glass and I can't just take up the complexity of unifying both glass resources into one and adapting all vanilla recipes to use that new unified glass.
I'd have to check if there is a mod out there that does this and then require that if both of these mods are loaded. Quite mechanically complex...
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?