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Báo cáo lỗi dịch thuật
https://steamproxy.com/sharedfiles/filedetails/?id=3231909012
Managed to narrow down my HUD breaking to this mod. Unsure why but can confirm this is the cause of the issue.
{ĐƯỜNG DẪN BỊ XÓA}https://pastebin.com/vswb6k2P
Also, check out my rework of this mod at the link below. Upgrades the textures, adds research requirements for progression, and some extra lighting for late game:
https://steamproxy.com/sharedfiles/filedetails/?id=3178164824
Introducing a little mod I knocked up to placate my raising ire at constantly seeing a mismatch between vanilla lighting, and the modded lighting - Is it Lit? This mod shows the same radial boundary for vanilla lighting as you will see in Ceiling. Now we can all finally relax.
link: https://steamproxy.com/sharedfiles/filedetails/?id=3174979297
Regarding this, the vanilla standing lamp has a glow radius of 12 - starts off at 50% brightness, and lights up 7 tiles (not including the bulb tile) before falling off each tile after at 47% (lit) 31% (lit) 16% (Dark) then 0% (Dark) - is the ceiling light the same values? (I haven't built a room big enough to check)
I ask coz the light is an industrial white, rather than the homey yellow glow of the lamps, so it lights light it stretches further
Also, the description for your ceiling lights is taken directly from standing lamps - which is fine - but they are also referred to as "standing lamps" because of this. May wanna fix that.
Additionally, could we get an option to split the lights up, rather than have them all condensed? A toggle for this would be fine, if not individual settings.
Or the ability to turn off the guide since it conflicts with a mod like Light Radius that shows proper light reach.
Also the ceiling sun lamp does not trigger the sun lamp coverage overlay which makes seeing your projected coverage harder when planning indoor growing, would be nice if it did that too. Same with the ceiling firefoam popper, it doesn't show the firefoam popper coverage overlay either.
Would I be able to offer a suggestion?
Possibly add a research option that after researched, it reduces the power cost of the lights, similar to how VE does their wall lights?
I think that actually makes sense because it's similar to, say, moving from a regular lightbulb to an LED which has a significant power reduction in real life as well.
Thank you!
I have show ceiling fixtures enabled. Things like the Ceiling Light do show.
- Some touch-up work for the code related to the chandelier flame graphic. It should flicker better now all frame rates accordingly.
- Also, the controller for this graphic no longer needs a harmony patch, reducing some overhead.
- Exposed some hardcoded text to the language keys, for use of translators.
---
@VGA - nope, sorry.
@Jixxor - yeah perhaps :thinking:
@Fuitad - It wasn't movable by design, sort of a balancing decision I suppose. There's several mods out there that lets you override that behavior though - Minify Everything, RimmQol, etc.
Simple Utilities: Ceiling] Patch operation Verse.PatchOperationSequence(count=5, lastFailedOperation=Verse.PatchOperationAdd(Defs/RoyalTitleDef/throneRoomRequirements//things[li[text()="Brazier"]])) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\2571003732\Common\Patches\patch.owlchemist.ceilingutilities.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
I hope this log is useful