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メイン Auto Nailgun V0.5.3 (Game V3.0.0 - V3.3.0) v0.5.3
更新履歴(changelog)
**The blood moon stand-down now covers the horde and nothing more.** It is meant to hold from dusk to dawn on horde night, and the page says so, but it was asking the game's red-sky check, which starts four hours before dusk and ends two hours after dawn. With the default day length the sweep held from about 18:00 on horde day until 06:00 the next morning, in daylight with nothing attacking, and the panel read HELD the whole time. Now it holds from dusk to dawn exactly, using the same hours the game uses to send the horde. **Sweep during blood moon** in Control Panel (`bloodMoon="true"`) still turns the stand-down off completely.
旧バージョン(6件)を表示
アーカイブ Auto Nailgun (Game V3.0.0 - V3.1) v0.3.0
更新履歴(changelog)
First release. Hold a nailgun inside your own land claim and every damaged block around you is repaired, then every block that can go up a tier does - frames become wood, wood becomes cobblestone, cobblestone becomes concrete, concrete becomes steel - paid for out of your own bags, at the vanilla cost, for the vanilla XP. It stops exactly where your materials do. Blood moon - The sweep STANDS DOWN on blood moon night, dusk to dawn, and that is the default. Horde night is the one night the state of your walls is meant to be what is at stake, and a tool that silently re-closes every breach out of a backpack you are not looking at does not make horde night easier, it deletes it. The morning after is where this mod earns its keep instead. - The census panel is NOT gated. It stays live all night so you can still read what is damaged and what it will cost while the sweep holds. The header reads HELD instead of ON and the line under it says "blood moon - standing down", so a held sweep never looks like a broken one. - Set bloodMoon="true" in autonailgun.local.xml to sweep straight through it. It reloads live. Paced like a person - The default "auto" rate comes from the tool in your hands: the vanilla nailgun swings twice a second and upgrades a shape in one swing, so that is what you get. A claw hammer's upgrade is four swings and goes four times slower. A repair costs one swing per 1,000 damage healed. - So it never does more work per second than you could do yourself. What it saves you is aiming, walking and line of sight. Your claim only - requireClaim is on by default and it is the most important setting here. Off, the sweep will rebuild a POI, someone else's base, or the wall you were about to mine - nothing on the server side stops it. Trader areas are excluded in both modes. Also - A census panel counts what the base around you is made of, tier by tier, what the next tier costs, and how many blocks of it you can afford right now. - skipItems is the tier cap: skipIt…
アーカイブ Auto Nailgun V0.4.0 (Game V3.0.0 - V3.2.0) v0.4.0
更新履歴(changelog)
- **Claims game 3.2.0.** `GAME_VERSIONS` widens from `V3.0.0-V3.1` to `V3.0.0-V3.2.0`. Verified in game on a real V3.2.0 b10 client, not inferred: see `VERIFIED` for what was actually exercised. No behaviour changed — this release is the claim and nothing else. All notable changes to Auto Nailgun.
旧バージョン Auto Nailgun V0.4.1 (Game V3.0.0 - V3.2.0) v0.4.1
更新履歴(changelog)
**The key-conflict check has never once been able to report a conflict.** It said "no conflicts with vanilla" on every install since it was added, including where a key genuinely collides — this mod's own keys (toggle, hud, rangeUp and rangeDown) were never really tested. - **What was wrong.** The check asked the game which action owns a key via `BindingUsed`, which returns the bound `PlayerAction` or null. It is not a bool — but `PlayerAction` inherits an implicit bool conversion from InControl's `OneAxisInputControl`, so `if (set.BindingUsed(source))` compiled and quietly asked something else: *is that vanilla action being held down right now*. A key that was taken answered false unless you happened to be pressing it at that instant; a key that was free dereferenced null and threw. Both ways out meant "no conflict", and the summary line then said so out loud. - **It also could not tell you when it had failed.** The counter of successful probes was incremented before the call that throws, so exceptions counted as successes. Now a probe counts only once a lookup has actually returned, and if none did, the log says conflicts are UNCHECKED rather than claiming they are absent. - **And it ran too early to work.** The check sat in a run-once block, but the game's input platform is not up at mod init and not reliably up on the first frame in a world. It now retries each update until the bindings can really be read. - Nothing else changed: no key was rebound, and the mod behaves exactly as before. What changes is that a genuine collision is now reported, naming the vanilla action and the set it lives in, with `autonailgun.local.xml` to fix it in.
アーカイブ Auto Nailgun V0.5.0 (Game V3.0.0 - V3.2.0) v0.5.0
更新履歴(changelog)
Repair-only mode. Set upgrade="false" in autonailgun.local.xml (or untick "Upgrade blocks" in tehAon Control Panel) and the nailgun only repairs. Asked for by a player who wanted the automatic repair and none of the upgrading. - Damaged blocks are repaired back to full at the vanilla repair cost, exactly as before. - A block that is already whole is left alone: not queued, nothing spent on it. - Nothing is ever upgraded. A repair cannot tip into an upgrade on its own either: the heal is capped at the damage the block actually has. - The panel's second line reads "repair only", the tier rows keep counting your base but drop their next-tier costs, and the footer counts repairs. Reloads live. - The footer's queue count now only counts work that will actually happen. With repair="false" it used to count damaged blocks the sweep would never touch. - Default unchanged (upgrade="true"): an existing install behaves exactly as it did.
アーカイブ Auto Nailgun V0.5.1 (Game V3.0.0 - V3.3.0) v0.5.1
更新履歴(changelog)
- Works on game 3.3. Game 3.3 changed how an item stores its wear. On 3.3 that stopped 0.5.0 dead: no sweeping at all, and an error written to the log every single frame, whatever you were holding. Auto Nailgun now reads and writes tool wear in a way that works on every game version from 3.0.0 to 3.3.0, from one download. - The "could not read the game's key bindings" warning no longer appears when none of the mod's keys sits on a bare key. There was nothing to check, and the message read like a fault. - Nothing else changed; your autonailgun.local.xml carries over.
アーカイブ Auto Nailgun V0.5.2 (Game V3.0.0 - V3.3.0) v0.5.2
更新履歴(changelog)
**Frames upgrade again on The Asylum.** Asylum rewrites the nailgun's list of accepted upgrade materials with quote marks around it, so to Auto Nailgun the list's first entry read `"resourceWood` and wood never matched. Wood is the one thing frames cost, so every frame in the base was skipped and the panel called them "top tier". Your nailgun did it by hand without complaint, because the game reads that list loosely. Auto Nailgun now reads it exactly the way the game does, so the sweep accepts every material your tool accepts, on any overhaul, no more and no less. **The panel says why a tier is not upgrading.** A row used to read "top tier" whenever none of its blocks could go up, whatever the reason, so frames in an overhaul that changed their upgrade cost looked exactly like a base already at steel. Now "top tier" means only that: the block has nothing above it. Anything else is named in amber on that row: - `costs <item> · item-cost off`: the upgrade wants an item rather than a building material. Turn on **Allow item-cost upgrades** (`specialUpgrades="true"`) if you want the sweep to spend it. - `tool won't take <item>`: the tool in your hand does not accept that material for upgrades. - `damaged · repair first`: every block of that tier is damaged, and is repaired before it can go up. - `can't upgrade: ...`: the block's own upgrade entry is incomplete; vanilla refuses it too. The first time a tier shows one of these, the log gets one line naming the reason, the item and an example block. Send that line with any report from a modded game. **The panel moved to the middle of the right edge.** At the top right it sat on top of the quest and challenge tracker. The new `right` and `left` positions centre it on that edge, between the tracker and the item-pickup feed. If you already chose a position in `autonailgun.local.xml` or Control Panel, your choice is kept.
MOD 解説
自分の土地の範囲内でネイルガンを構えると、周囲の損傷したブロックがすべて修復され、一段上に登れるブロックはすべて一段上に登ります――フレーム、木材、石畳、コンクリート、鉄まで――コスト、経験値、スイング速度はデフォルトのままです。これは、あなたの
原文(英語)を表示
Hold your nailgun in your own land claim: every damaged block around you is repaired and every block that can climb a tier does - frames to wood to cobble to concrete to steel - at vanilla cost, XP and swing speed. It stops where your
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