mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-03-23 03:23:24 +08:00
UXAssist: fix re-initialize planet
This commit is contained in:
@@ -3,6 +3,14 @@
|
|||||||
|
|
||||||
## Changlog
|
## Changlog
|
||||||
|
|
||||||
|
* 1.5.3
|
||||||
|
* New feature: `Auto-contruct`
|
||||||
|
* Fly to buildings to be contructed automatically.
|
||||||
|
* `Auto-cruise`: Do not try to fly away planet when `Drive Engine 2` is not researched.
|
||||||
|
* `Re-intialize planet`: Fix logistic station ships rendering issue.
|
||||||
|
* Copying Wireless Power Tower works as expected when `Drag building power poles in maximum connection range` and `Build Tesla Tower and Wireless Power Tower alternately` are enabled.
|
||||||
|
* `Belt signals for buy out dark fog items automatically`: Grid position on panel is moved to avoid conflict with newly added signals.
|
||||||
|
* Fix implementation of ``Restore upgrades of `Sorter Cargo Stacking` on panel`` to make it working again.
|
||||||
* 1.5.2
|
* 1.5.2
|
||||||
* Fix crash while error occurs on milkyway login/upload.
|
* Fix crash while error occurs on milkyway login/upload.
|
||||||
* 1.5.1
|
* 1.5.1
|
||||||
@@ -369,6 +377,14 @@
|
|||||||
|
|
||||||
## 更新日志
|
## 更新日志
|
||||||
|
|
||||||
|
* 1.5.3
|
||||||
|
* 新功能:`自动建造`
|
||||||
|
* 自动飞行到待建造的建筑处进行建造。
|
||||||
|
* `自动巡航`:在未研究“驾驶舱引擎2”时,不再尝试飞离行星
|
||||||
|
* `初始化行星`:修复物流塔运输船显示异常的问题
|
||||||
|
* 当启用`拖动建造电线杆时自动使用最大连接距离间隔`和`交替建造电力感应塔和无线输电塔`时,对复制无线输电塔也生效了
|
||||||
|
* `用于自动购买黑雾物品的传送带信号`:移动了其面板网格位置,避免与新添加的信号冲突
|
||||||
|
* 修复``在升级面板上恢复`分拣器货物堆叠`的升级``的实现,使其重新工作
|
||||||
* 1.5.2
|
* 1.5.2
|
||||||
* 修复在银河系登录/上传出错时崩溃的问题
|
* 修复在银河系登录/上传出错时崩溃的问题
|
||||||
* 1.5.1
|
* 1.5.1
|
||||||
@@ -415,7 +431,7 @@
|
|||||||
* 修复了配置窗口标签按钮的背景图像问题
|
* 修复了配置窗口标签按钮的背景图像问题
|
||||||
* 现在使用C#的`Debug`配置构建,以避免`Release`配置中的优化导致的一些问题
|
* 现在使用C#的`Debug`配置构建,以避免`Release`配置中的优化导致的一些问题
|
||||||
* 1.3.7
|
* 1.3.7
|
||||||
* `重新初始化行星`: 修复可能导致崩溃的问题
|
* `初始化行星`: 修复可能导致崩溃的问题
|
||||||
* `自动配置物流站`: 增加`设置默认远程逻辑为仓储`
|
* `自动配置物流站`: 增加`设置默认远程逻辑为仓储`
|
||||||
* 1.3.6
|
* 1.3.6
|
||||||
* `拆除蓝图选中的建筑`:
|
* `拆除蓝图选中的建筑`:
|
||||||
@@ -432,7 +448,7 @@
|
|||||||
* 1.3.3
|
* 1.3.3
|
||||||
* `星图过滤器`:当过滤器UI显示时隐藏顶部重叠窗口
|
* `星图过滤器`:当过滤器UI显示时隐藏顶部重叠窗口
|
||||||
* `自动配置物流站`:现在可以为战场分析基站设置最大充能功率
|
* `自动配置物流站`:现在可以为战场分析基站设置最大充能功率
|
||||||
* `重新初始化行星`:修复崩溃问题
|
* `初始化行星`:修复崩溃问题
|
||||||
* `航行时自动导航`:
|
* `航行时自动导航`:
|
||||||
* 添加快速启用/禁用`自动巡航`的按钮
|
* 添加快速启用/禁用`自动巡航`的按钮
|
||||||
* 如果所需科技未研究则不自动使用翘曲器
|
* 如果所需科技未研究则不自动使用翘曲器
|
||||||
|
|||||||
@@ -114,18 +114,18 @@ public static class PlanetFunctions
|
|||||||
constructionModule.tmpTargetsHash = null;
|
constructionModule.tmpTargetsHash = null;
|
||||||
constructionModule.checkItemCursor = 0;
|
constructionModule.checkItemCursor = 0;
|
||||||
|
|
||||||
|
var gameData = GameMain.data;
|
||||||
//planet.data = new PlanetRawData(planet.precision);
|
//planet.data = new PlanetRawData(planet.precision);
|
||||||
//planet.data.CalcVerts();
|
//planet.data.CalcVerts();
|
||||||
var stationPool = factory.transport?.stationPool;
|
var stationPool = factory.transport?.stationPool;
|
||||||
if (stationPool != null)
|
if (stationPool != null)
|
||||||
{
|
{
|
||||||
foreach (var sc in stationPool)
|
for (var i = factory.transport.stationCursor - 1; i > 0; i--)
|
||||||
{
|
{
|
||||||
if (sc is not { id: > 0 }) continue;
|
var sc = stationPool[i];
|
||||||
for (var i = sc.storage.Length - 1; i >= 0; i--)
|
if (sc.id != i) continue;
|
||||||
{
|
gameData.galacticTransport.RemoveStationComponent(sc.id);
|
||||||
sc.storage[i].count = 0;
|
sc.Reset();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -237,9 +237,9 @@ public static class PlanetFunctions
|
|||||||
factory.PlanetReformRevert();
|
factory.PlanetReformRevert();
|
||||||
}
|
}
|
||||||
|
|
||||||
GameMain.data.LeavePlanet();
|
gameData.LeavePlanet();
|
||||||
var index = factory.index;
|
var index = factory.index;
|
||||||
var warningSystem = GameMain.data.warningSystem;
|
var warningSystem = gameData.warningSystem;
|
||||||
var warningPool = warningSystem.warningPool;
|
var warningPool = warningSystem.warningPool;
|
||||||
for (var i = warningSystem.warningCursor - 1; i >= 0; i--)
|
for (var i = warningSystem.warningCursor - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
@@ -309,8 +309,9 @@ public static class PlanetFunctions
|
|||||||
factory.combatGroundSystem = new CombatGroundSystem(planet);
|
factory.combatGroundSystem = new CombatGroundSystem(planet);
|
||||||
factory.defenseSystem = new DefenseSystem(planet);
|
factory.defenseSystem = new DefenseSystem(planet);
|
||||||
factory.planetATField = new PlanetATField(planet);
|
factory.planetATField = new PlanetATField(planet);
|
||||||
factory.transport = new PlanetTransport(GameMain.data, planet);
|
factory.transport = new PlanetTransport(gameData, planet);
|
||||||
factory.transport.Init();
|
factory.transport.Init();
|
||||||
|
factory.RefreshHashSystems();
|
||||||
var mem = new MemoryStream();
|
var mem = new MemoryStream();
|
||||||
var writer = new BinaryWriter(mem);
|
var writer = new BinaryWriter(mem);
|
||||||
factory.platformSystem.Export(writer);
|
factory.platformSystem.Export(writer);
|
||||||
@@ -323,7 +324,7 @@ public static class PlanetFunctions
|
|||||||
factory.digitalSystem = new DigitalSystem(planet);
|
factory.digitalSystem = new DigitalSystem(planet);
|
||||||
|
|
||||||
//GameMain.data.statistics.production.CreateFactoryStat(index);
|
//GameMain.data.statistics.production.CreateFactoryStat(index);
|
||||||
GameMain.data.ArrivePlanet(planet);
|
gameData.ArrivePlanet(planet);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void BuildOrbitalCollectors()
|
public static void BuildOrbitalCollectors()
|
||||||
|
|||||||
@@ -60,6 +60,8 @@
|
|||||||
* Do not render factory entities (except belts and sorters)
|
* Do not render factory entities (except belts and sorters)
|
||||||
* This also makes players click though factory entities but belts and sorters
|
* This also makes players click though factory entities but belts and sorters
|
||||||
* Drag building power poles in maximum connection range
|
* Drag building power poles in maximum connection range
|
||||||
|
* Auto-construct
|
||||||
|
* Fly to buildings to be contructed automatically
|
||||||
* Dismantle blueprint selected buildings
|
* Dismantle blueprint selected buildings
|
||||||
* Press shortcut key in blueprint copy mode to dismantle selected buildings.
|
* Press shortcut key in blueprint copy mode to dismantle selected buildings.
|
||||||
* The default shortcut key is Ctrl+X, you can set it in system options panel.
|
* The default shortcut key is Ctrl+X, you can set it in system options panel.
|
||||||
@@ -220,6 +222,8 @@
|
|||||||
* 不渲染工厂建筑实体(除了传送带和分拣器)
|
* 不渲染工厂建筑实体(除了传送带和分拣器)
|
||||||
* 这也使玩家可以点穿工厂实体直接点到传送带和分拣器
|
* 这也使玩家可以点穿工厂实体直接点到传送带和分拣器
|
||||||
* 拖动建造电线杆时自动使用最大连接距离间隔
|
* 拖动建造电线杆时自动使用最大连接距离间隔
|
||||||
|
* 自动建造
|
||||||
|
* 自动飞向待建造的建筑
|
||||||
* 拆除蓝图选中的建筑
|
* 拆除蓝图选中的建筑
|
||||||
* 在蓝图复制模式下按快捷键拆除选中的建筑
|
* 在蓝图复制模式下按快捷键拆除选中的建筑
|
||||||
* 默认快捷键是Ctrl+X,可以在系统选项面板中设置
|
* 默认快捷键是Ctrl+X,可以在系统选项面板中设置
|
||||||
|
|||||||
Reference in New Issue
Block a user