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本来想直接扔在Sim Settlements主贴里的,但是由于这个扩展插件比较特殊,需要详细介绍一下,于是就单独拿出来开贴了。
联邦崛起扩展包的自动城市建造和本mod的自动物流搭配在一起可以达到极高的自动化程度,降低玩家后期同时处理大量据点的复杂程度。
原址:https://www.nexusmods.com/fallout4/mods/28945/?
作者:IDontEvenKnow
版本:1.2.3b
汉化者:内大爷
前置:Sim Settlements 3.2.0+
使用方法:本模组新增一个工业地块建筑——物流站点,并且为了防止重复,无法被居民随机选择。
建造方法:建造普通工业地块 → 选择地块规划 → 选择IDEK物流站点 → 开始建造
每个据点有且仅能只有一个物流站点建筑
之后你将自动获得本mod的基本功能,可以不再接触此建筑,但是如果你希望使用本mod的高级功能,则需要通过此建筑开启进一步功能
补给线规划:
-当一个居民建造或者被分配到物流站点后,他会自动被分配给前往拥有物流站点建筑的最近据点的商队中。随着你解锁越来越多的据点,建造越来越多的物流站点,你的补给点会维持着最佳路径,而不需要你手动干预。
-从技术上讲,你的补给线网络会排列为最小生成树,但是如果你拥有任何正常的非ILS管理的供应者,这个网络可能会出现细微区别。这个过程完全动态化,支持最多128个物流站点。
-As of version 1.2.0, you can also tweak how your supply lines calculate by giving weights to specific supply routes. Under [Routing Settings], select [Add New Priority...], then follow the wizard to pick two locations and set them as either "Prioritized" or "Deprioritized". Prioritized routes will almost always be chosen, regardless of distance, and deprioritized routes will probably never be chosen. For any priorities not manually specified, the supply line algorithm will take care of the rest.
资源:
-想让你的农场成为农场,城市保持城市?现在你可以做到!处于物流网络中的据点会自动分配多余的资源,效率比标准补给线更高。所有你需要担心的事情只是总网络食物和水源产出(可以在任何物流终端机中快速查看)来有效的支持整个网络中的人口,无论你的资源出产地在什么位置,你的居民都会很高兴 - 此外,它们不会尝试优先使用你的稀有食物资源。
-跟标准补给线一样,你仍然需要让资源产出据点的产量稍微富余一些,来支持消耗资源的据点。但是这个惩罚会随着物流站点建筑的等级提高而逐渐降低。
-分配统计数据会每天自动更新一次,你也可以通过任何物流终端机来手动更新。
-在后台,重分配直接通过将富裕资源据点的内容转移到亏损据点来实现,这将满足模拟城市据点系统的动态需求和原版的基础食物/水源需求,此外对游戏脚本引擎的压力比原版的标准补给线更小。
物流仓库:
-为了给玩家提供方便,所有站点都包括一个物流锁箱。要设置它,只需要激活任何站点的物流锁箱并获得物流仓库指示器。接下来,把该装置放置到任何安全的容器中 - 最理想的是据点的工坊工作台,或者其他你手动放置在据点某处的容器 - 之后就完成了。你现在可以通过任何站点的任何物流锁箱来使用这个容器。可以避免长时间的快速旅行 - 如果你使用生存模式,花费的时间将更长 - 现在你只需要回到喜欢的据点并放下战利品即可。
-物流锁箱也包括一键储存所有垃圾的选项。
自动收集:
-一旦你按照之前的说明设置好了物流仓库,你将可以使用ILS的富余物资自动收集功能。这个功能默认禁用,你只需要通过物流终端机简单的开启它即可。启用后,物资产出据点的产出内容将会从物流网络的工作台转移到你的物流仓库容器内。这个过程会每天自动运行一次,与标准的工坊更新循环保持一致。
-你也可以配置你想要收集的物品分类,特定据点或者全局均可。
自动捐赠:
As of version 1.2.0, an auto-donation function is included. This will take resources from your Logistics Storage container, and donate them to each settlement in your network.
To set this up, you must first designate a Logistics Storage container, which is where donable items will be pulled from. Then, under [Donation Settings], choose a default setting for all stations, or you can configure this on a per-settlement basis if you desire (local settings will override the global setting).
For food, your options are "Disabled", "Farmable", and "Any":
Disabled, as you might imagine, will prevent any food from being donated.
Farmable uses a smart system that will only donate farmable foods, and will weight which foods get donated depending on how many of them you have. For example, if you have 800 corn, 180 tatoes and 20 tarbarries, for each unit of food to be donated, it has an 80% chance to pick a piece of corn, 18% for tatoes and 2% for tarberries.
You also have the option of choosing between the "conservative" and "exhaustive" lists of what are considered to be farmable foods, where the conservative list will only use totally vanilla farmables, and the exhaustive list will use anything that's remotely crop-like, including things like Brain Fungus, Hubflower, Silt Beans and so on. This setting is configurable under [Miscellaneous Settings].
Lastly, you can set this to use any food, which is a substantially less smart system that will just pick out anything that can be consumed, unweighted and in a random order.
For Water, you have the options of:
Disabled, of course
Purified Water
Dirty Water
Any Water (as with food, it'll pick out anything vaguely water-like, unweighted and in a random order)
Currently only food and water is supported, however I plan to include caps for maintenance costs in a future version.
实用功能:
-[召唤所有已分配供应者]这个命令会取得分配给当前站点的供应者。如果你需要重新分配他们的话会很实用。
-[重新计算补给线]不建议在常规情况下使用,这个命令会强制重新计算由ILS控制的补给线。
-[重新计算资源重分配]如果你对据点内容做出了修改,但是不想等待第二天的更新周期才能看到效果,你可以手动运行此功能来重新计算。
-[取消分配供应者]
-[取消所有供应者旅行]这个功能会暂时从补给线上移除所有由ILS控制的供应者。你可以运行此功能后查看地图,仍然存在补给线的据点意味着不受ILS系统控制,或者用于某些bug导致补给线被卡住。在进行此操作后运行[重新计算补给线]来让所有事情恢复正常。
-[取消本地供应者分配]这个功能会彻底清空与这个据点关联的所有补给线,包括由于原版bug导致(供应者会被重置,其补给线会永久卡住)被卡住的补给线。这些供应者关联的任何工作物体 - 比如物流站点 - 也会被取消分配。
-[取消所有供应者分配]这个功能和前者类似,但是会影响所有据点的所有工坊,彻底清除你设置的所有补给线。
-为防你的补给线被卡住,一个有用的流程是首先运行[取消所有供应者旅行],然后运行[取消所有供应者分配],最后运行[重新计算补给线]。这会手动清除所有出现bug或者不受ILS控制的补给线,染回恢复所有的ILS补给线,而不需要取消分配任何站点工人。
工具:
This mod also includes a few handy tools that you can craft at a City Planner's Desk:
Settlement Creation Kit - this is just a pre-defined bundle of components, which includes just enough resources to make a City Planner's Desk, a medium generator, a recruitment beacon, and enough foundations to stick a Logistics Station plot onto. Created because i could never remember which or how many resources to take to set these things up. Note that, to prevent free experience exploits, you can only craft one of these every 12 game-hours.
Summon Provisioners: An aid item that works like the Town Meeting Gavel, yet only summons active provisioners at your current settlement.
Summon Homeless
Summon Jobless
后续计划:
-随着物流站点建筑等级提升,给供应者分配额外的守卫
-提供选项来禁止供应者离开据点,防止他们在野外游荡,给你带来麻烦
-室内和室外地块类型的额外装饰
-如果你的物流网络存在武器商店或者工厂,则给供应者配备额外的武器和护甲
-在遥远的未来,也许会通过一种特殊的军事地块类型来实现废土巡逻队网络。也许会成为另外一个mod。
更新说明:
2018.4.10更新1.2.0
Added a system to give you a little manual control over where supply line routing goes (for any two locations, you can configure the network calculation algorithm to either prioritize or deprioritize a route between them, so you can guarantee that a particular route either will or will not be taken)
Added an improvised terminal to unbuilt, level 0 building plans; level 0 stations will now have poor resource efficiency, and won't include a locker, but you'll get a supply line connection to the rest of your network before the level 1 building is finished now (this is mostly intended to make the SS "realistic build times" setting less painful)
Added an option to include alcohol & chems in the auto-collection routine
Added an auto-donation feature, which will keep local city food and water reserves topped off with resources from Logistics Storage when enabled
Fixed a bug that would occasionally cause deleted logistics terminals to explode, and added a recipe for scrapping existing exploded terminals
Added a few miscellaneous tools, craftable at a City Planner's Desk:
- Settlement Creation Kit: think more OG GECK and not magical FO3 GECK, this is a utility item that only serves as a bundle of components for setting up a City Planner's Desk, a medium generator, a recruitment beacon, and enough foundations to stick a Logistics Station plot on (because I could never remember exactly what components I needed to take with me for these things)
- Three aid items: Summon Homeless Settlers, Summon Unemployed Settlers, and Summon Provisioners, which work basically the same as the Town Meeting Gavel, except only on those specific classes of settlers
Tweaked both building plans so that, with clutter disabled in your performance options, the "big clutter" objects will only spawn in as the least detailed possible variants, instead of nothing spawning at all.
Tagged the base plot building models so that you can manually place things on top of them, instead of the the thing trying to clip into the floor or whatever.
2018.4.10更新1.2.0a
Fixed an issue where Logistics Stations would be removed from the network if they remotely upgraded or refreshed, and they would not re-add themselves until you visited the settlement (caused by me making a mistake in some Sim Settlements 3.2.0+ compatibility code)
Reduced the cooldown on crafting Settlement Creation Kits from 12 game-hours to 10 seconds (there's still technically an infinite exp exploit here, but it's inconvenient enough that I doubt anyone would bother)
2018.4.18更新1.2.1
- Tweaked Provisioner renaming (new mode is enabled by default)
- Added Salvage Beacons integration (disabled by default)
Both of the new features can be configured under [Miscellaneous Settings]
2018.6.3更新1.2.2
This version was only a couple of betas and changes were rolled into v1.2.3 (needed to bump the version number so some update code would run for users who tried the betas)
2018.6.3更新1.2.3a
Added a new "mode" for provisioners that will prevent them from being unassigned from their work objects when UFO4P is installed (config under Misc. Settings); this mode will automatically be switched to from the default if UFO4P is detected
Fixed a bug where descriptively named provisioners' names would tend to get stuck even after reassignment
Logistics Lockers should now function over vanilla supply lines provided that those supply lines, at some point, connect to a settlement with an active Logistics Station
A small compatibility tweak for Conquest settlements, these settlements will now allow you to build the "interior" kind of locker that doesn't check for supply line connections (supply lines still won't, and can't, work with these settlements)
Fixed a few minor issues with the update script (any potential problems with existing saves should sort themselves out after you update)
Fixed a bug where multiple sets of Logistics Lockers could be visible in the same settlement if that settlement had a certain unusual keyword arrangement
(1.2.3->1.2.3a) Ensured that provisioners who are using the new assignment mode properly properly have their provisioner/supply line data cleared when they are unassigned from a station
2018.6.7更新1.2.3b
(1.2.3a->1.2.3b) Fixed a bug where Logistics Lockers would not work in exactly one of your networked settlements because of an oversight in the connectivity check
(1.2.3a->1.2.3b) Made some tweaks so that deleted objects (terminals, powered ceiling fans) should stop running useless code and occasionally causing log spam (because the game engine only extremely rarely actually cleans up deleted objects for some stupid reason)
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