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https://github.com/soarqin/DSP_Mods.git
synced 2026-03-22 10:23:26 +08:00
UXAssist: fix re-initialize planet
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@@ -3,6 +3,14 @@
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## Changlog
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* 1.5.3
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* New feature: `Auto-contruct`
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* Fly to buildings to be contructed automatically.
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* `Auto-cruise`: Do not try to fly away planet when `Drive Engine 2` is not researched.
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* `Re-intialize planet`: Fix logistic station ships rendering issue.
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* 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.
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* `Belt signals for buy out dark fog items automatically`: Grid position on panel is moved to avoid conflict with newly added signals.
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* Fix implementation of ``Restore upgrades of `Sorter Cargo Stacking` on panel`` to make it working again.
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* 1.5.2
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* Fix crash while error occurs on milkyway login/upload.
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* 1.5.1
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@@ -369,6 +377,14 @@
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## 更新日志
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* 1.5.3
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* 新功能:`自动建造`
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* 自动飞行到待建造的建筑处进行建造。
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* `自动巡航`:在未研究“驾驶舱引擎2”时,不再尝试飞离行星
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* `初始化行星`:修复物流塔运输船显示异常的问题
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* 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
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* `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
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* 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
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* 1.5.2
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* 修复在银河系登录/上传出错时崩溃的问题
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* 1.5.1
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@@ -415,7 +431,7 @@
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* 修复了配置窗口标签按钮的背景图像问题
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* 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
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* 1.3.7
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* `重新初始化行星`: 修复可能导致崩溃的问题
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* `初始化行星`: 修复可能导致崩溃的问题
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* `自动配置物流站`: 增加`设置默认远程逻辑为仓储`
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* 1.3.6
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* `拆除蓝图选中的建筑`:
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@@ -432,7 +448,7 @@
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* 1.3.3
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* `星图过滤器`:当过滤器UI显示时隐藏顶部重叠窗口
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* `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
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* `重新初始化行星`:修复崩溃问题
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* `初始化行星`:修复崩溃问题
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* `航行时自动导航`:
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* 添加快速启用/禁用`自动巡航`的按钮
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* 如果所需科技未研究则不自动使用翘曲器
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@@ -114,18 +114,18 @@ public static class PlanetFunctions
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constructionModule.tmpTargetsHash = null;
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constructionModule.checkItemCursor = 0;
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var gameData = GameMain.data;
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//planet.data = new PlanetRawData(planet.precision);
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//planet.data.CalcVerts();
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var stationPool = factory.transport?.stationPool;
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if (stationPool != null)
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{
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foreach (var sc in stationPool)
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for (var i = factory.transport.stationCursor - 1; i > 0; i--)
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{
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if (sc is not { id: > 0 }) continue;
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for (var i = sc.storage.Length - 1; i >= 0; i--)
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{
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sc.storage[i].count = 0;
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}
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var sc = stationPool[i];
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if (sc.id != i) continue;
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gameData.galacticTransport.RemoveStationComponent(sc.id);
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sc.Reset();
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}
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}
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@@ -237,9 +237,9 @@ public static class PlanetFunctions
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factory.PlanetReformRevert();
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}
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GameMain.data.LeavePlanet();
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gameData.LeavePlanet();
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var index = factory.index;
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var warningSystem = GameMain.data.warningSystem;
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var warningSystem = gameData.warningSystem;
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var warningPool = warningSystem.warningPool;
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for (var i = warningSystem.warningCursor - 1; i >= 0; i--)
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{
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@@ -309,8 +309,9 @@ public static class PlanetFunctions
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factory.combatGroundSystem = new CombatGroundSystem(planet);
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factory.defenseSystem = new DefenseSystem(planet);
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factory.planetATField = new PlanetATField(planet);
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factory.transport = new PlanetTransport(GameMain.data, planet);
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factory.transport = new PlanetTransport(gameData, planet);
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factory.transport.Init();
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factory.RefreshHashSystems();
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var mem = new MemoryStream();
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var writer = new BinaryWriter(mem);
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factory.platformSystem.Export(writer);
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@@ -323,7 +324,7 @@ public static class PlanetFunctions
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factory.digitalSystem = new DigitalSystem(planet);
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//GameMain.data.statistics.production.CreateFactoryStat(index);
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GameMain.data.ArrivePlanet(planet);
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gameData.ArrivePlanet(planet);
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}
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public static void BuildOrbitalCollectors()
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@@ -60,6 +60,8 @@
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* Do not render factory entities (except belts and sorters)
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* This also makes players click though factory entities but belts and sorters
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* Drag building power poles in maximum connection range
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* Auto-construct
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* Fly to buildings to be contructed automatically
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* Dismantle blueprint selected buildings
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* Press shortcut key in blueprint copy mode to dismantle selected buildings.
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* The default shortcut key is Ctrl+X, you can set it in system options panel.
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@@ -220,6 +222,8 @@
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* 不渲染工厂建筑实体(除了传送带和分拣器)
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* 这也使玩家可以点穿工厂实体直接点到传送带和分拣器
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* 拖动建造电线杆时自动使用最大连接距离间隔
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* 自动建造
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* 自动飞向待建造的建筑
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* 拆除蓝图选中的建筑
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* 在蓝图复制模式下按快捷键拆除选中的建筑
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* 默认快捷键是Ctrl+X,可以在系统选项面板中设置
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