- 压缩/解压用一个建筑配方太多不方便找,建议分成流体和固体
- 压缩产品图标风格不统一,建议都用原版图标或者在原版图标上修改(比如加个边框以做区分)
- 产品名称现在都以堆或罐结尾,建议改成以压缩开头加上原产品名称,比如金堆改成压缩金矿石。一是因为以产品名称排序时压缩产品可以排在一起,二是这样做名称风格统一
几个建议
这个mod的制作设计在于UP3时代,现在是up4时代,而且他经过太多次的迭代.
总体上,我在等待新的20号版本发布,官方将会出一个新版本,将会全面修改所有的图标模型和外观类.甚至我期待有一个完整统一的构造器能够让我更加方便实现功能.
至于你说的压缩产品图标风格不同,就是迭代次数太多,已经无法追溯具体多少次添补,而使用的是预制体的图标方案,自然无法做到统一,当然既然你提出了,我会加入到清单中考虑.
如果20号的版本官方准时发布,我会研究官方新的内置图标资源,然后重新针对ids做重构,本mod将会全面重构.
届时,有可能会有新的面目.
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<response>This mod was designed and developed in the UP3 era, while we are now in the UP4 era, and it has undergone numerous iterations.
Overall, I am waiting for the official release of the new Version 20. The official update will comprehensively revamp all icon models and visual appearance assets. I even expect a fully unified constructor to help me implement features more conveniently.
As for the inconsistent icon styles of compressed products you mentioned, this is due to the excessive number of iterations. The specific number of additions and modifications can no longer be traced, and prefab icon solutions are currently adopted, which inevitably leads to inconsistent styles. Of course, I will add this issue to my optimization list for consideration since you have pointed it out.
If the official Version 20 is released on schedule, I will analyze the new built-in icon resources from the official update, restructure the relevant IDs, and conduct a comprehensive refactoring of this mod.
By then, this mod will likely take on a brand-new look.</response>
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LSJ wrote:
新版本有个问题,农业、固体、液体压缩机的建造花费不同,分别 50、200、20 个建筑零件。是故意这么设计的吗?
故意的,根据里面配方量衡量出使用率,固体包含两个传送带,大量物品都是平板和散货.而被压缩几率最大是散装u型货物,其实就矿产类.造价要高.
农产品产量大需要压缩时候,基本都是用来生成酒精或者制作燃料,此时囤积大量农产品所以稍微高点,使用次数不会太多.
而液态,大家用他主要处理副产品积累或者直接收集尾气啊,污水啊等,或者多余油料被压缩留着用.我认为用的频繁但是量不大.
所以可以设定不同的品类机器不同的定价.