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









any chance you could post that fix?
for some reason
You can make custom turrets in weaponcore if you use one of the weaponcore vanilla weapon replacer mods, though it changes the turret controller's functionality a bit.
Finally, for some reason the Point Defense turret is not targeting missiles/rockets. It targets everything else but no rockets.
The Signals update introduced the temporary crate feature. So when it comes to this mod, when removing any of the weapons, the temp crate drops and falls in slow motion. When interacting with any grids and voxels, it will phase right through. Not sure if this can be fix. On a subgrid, not only will it phase through but will also push the subgrid in an awkward direction, causing the rotor head to pop out and float for a while before causing major klang issues. And depending how complex the subgrid is, this will crash the game.
Would it be possible to address this issue in regards to the temp crate system for this mod? Not completely game breaking but others will need to be VERY careful when removing the weapon.