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Another suggestion, please add a setting to reduce the value of grav ship substructure (the flooring). It's $14 per tile in vanilla and has a huge effect on overall wealth.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()
Exception filling window for RimWorld.Dialog_ModSettings: System.FormatException: Input string was not in a correct format.
[Ref 28052A6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
i can send a full hugs log if that helps, but will separately post the error log spam
now I can have a proper 500 grav extender support
That is a limitation with how inputting into a limited range works.
E.g. if you want to go from 500 to 2200 you'd probably input `5000`, select the `5` and chance it to a `2`. and select the second 0 and change it to a 2.
Trying to erase 500 to input 220 won't work since the minimum is 500.
Here is an example:
I open the settings, i doubbleclick on the 500 for the "Engine substructure support" to highlight it
i then start writing 1000 and the number changes to 250 then 2050 and then 5000.
After it gets to the 5000 i have to higlight the 5 and type 1 to swap the number to 1000.
Am i doing something wrong or is it just the input field being wierd in general?
In any case thank you for making a mod like this.
I did. The comment beneath yours mentioned that update. If you're not seeing the input fields to the right of the sliders you need to unsub and then resub.
Or verify files if you're getting out of date mod issues a lot.
Added shield radius and strength as tweakable variables.
Number entry fields have been added for more exact tuning.
@Royce Jeffords
It doesn't change the behaviour, only the values. You could increase the radius to compensate though.
@氘镉殆
I haven't tested. I'd expect it to work as long as it doesn't do anything to crazy to the defs.
I might look into it later. Iirc. it was a hassle for some reason. Or maybe I was just being lazy when I made the widget. ^_^;;
@IRøuI
In the ESC-Menu there is a "Mod Options" tab. Look around for this mod there.
A lot of mods have settings you can change in there. :)
Suggestion: Being able to use text instead of/as well as a slider to get more precise numbers.
(Please, It's killing my OCD)
I just need the ship a little bigger, so I'm not trying to max it out and sitting at 2200/2217 is killing me.
It was basically an issue with a cache being generated before the settings got applied.
While testing today, I found that every time I restart the game and load a save for the first time, my Gravitic Engine only connects to Hull Expanders within a 19-tile range. The mod settings don’t seem to help with this, so I had no choice but to increase the expanders' radius.
However, when loading a save without restarting the game, everything works as expected.
Same problem here too
Ah, yes, I was incorrect. So far I have only built a big ship while planning stuff using dev mode, so I misunderstood how it worked.
If you go over the substructure limit supported by the grav engine, the game will start cutting the tiles out and it prioritizes the substructures that are further away from the grav engine, which is why the substructures behind a gap were the ones marked in red
https://imgur.com/SqvgpSJ
Isn't the cut-off (red) tiles there just because you're over the limit? My test ship here has no issues with negative space.
Example: https://imgur.com/7D9aRCI
In addition to that, the engine always has a square range around it, whose size is proportional to the quantity of individual gravship substructures the engine supports (500 by default).
It would be nice if the mod could alter both the parameters above so the game would ignore the substructure range and only count the absolute range, aside from also changing the square area to be a circle.
There is one under my github account.
https://github.com/RedMattis/Bigger-Gravship
Most of my mods can be found there. I just don't link it on workshop pages because Valve was a bit unclear about whether links to such sites were permitted or not.
@Arc
I'll make a note to look into it. :)
FFS
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3522759531
1. Subscribe to the mod yourself (if you haven't already) and let Steam download it.
2. Find the mod in your steamlibrary\steamapps\workshop\content\294100\ folder and copy it to your desktop.
3. Send that folder to your friend and tell them to drop it into their Rimworld\mods folder.
What's so hard about that? Well, Steam Workshop names all game folders and mod folders by number. Rimworld is 294100, for example. I don't know what this mod's number is. You can probably find it by sorting the 294100 folder by last modified date/time. Good luck!
I was a bit disappointed with how... small... the gravship is, even with a single extender. Not gonna lie, 750 tiles is not enough for how uncommon gravcore-related quests/encounters are.