安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Fixes a design smell. Liquid locks are clever, but they’re also an exploitish workaround. A powered double-door with a vacuummed vestibule is what a real colony would build. This mod brings that logic into the game loop.
Costs and counters are balanced.
120 W draw, refined-metal cost, research gate (Improved Ventilation), and limited internal battery (7 uses) make it a meaningful choice, not a free upgrade. If you cut power, you create failure modes-exactly the kind of “interesting risk” ONI is built on.
What Klei could adopt/tweak
Late-mid tech node. Slot it after Improved Ventilation (or alongside Atmo Suit tech).
Verdict
Airlock Door hits the sweet spot: engineering-authentic, systemically fair, and fun to design around. It solves a decades-old community pain point (liquid locks) with a solution that feels like Klei designed it. If any mod deserves to go vanilla, it’s this one.
Hate seeing people come here and bitch and moan that modders aren't bending over backwards to accommodate players. Learn to mod if you're so impatient and entitled.