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报告翻译问题









IsLifeMicroG - "Grew up in Micro-G"
IsLifeLackCircadian - "Non-Circadian"
IsLifeLackSunlight - "Adapted to Low Sunlight"
IsLifeRadExposure - "Developmental Radiation Exposure"
Each drop our life expectancy by 10%, multiplicatively, which doesn't sound huge, but that's a total of a 34.4% drop, or every 6.5 years in orbit is the equivalent to 10 years planet side.
So if my memory of the math serves the age group changes were at Youthful 0+, Young Adult 21(31), Middle Aged 30(45), Old Aged 43(65) and Very Old 53(80)
We may get an option to have a different home world during charactergen, instead of just OKLG, as people from Earth/Mars/Venus lack all 4 of those traits, and there's a few others that drop either MicroG or RadExposure.
Mostly negative ones as far as I can tell.
You lose Sharp Hearing on the first age line ~20yrs, and on each of the others, though you usually need to be at the 3rd/4th to get Poor Hearing
From what I can remember, you can then lose a step in Fit, Tough, and Strong at the second/third age line, as well as gain Immunosupressed and Visually Impaired.
Aside from the hearing loss on the first age line, the rest were random chances.
Which trait/skill is this?
Wiki is quite bare.
Some of these traits change the thresholds for your needs and abilities.
A selfish person doesn't need as much altruism to feel satisfied as a selfless one.
A shy person can work on their own for longer than a Gregarious one.
It may not seem like a huge thing, but it does add up.
It does end up that a person with a 'terrible' personality is better if you're running a solo game.
And that's before you take into account that some of these traits add/block social options.
At least, I'd expect "Leader" or "Genius" to be positive traits - but if all they do is increase the need for a certain need then that sounds like a flat negative?
If say Genius was paired with a faster learning rate, then I could see the increased needs to be a reasonable off-set.
Similarly, the traits that sound like they should carry negatives actually lowering needs sound like a net-positive as you'd have to spend less time 'maintaining' these needs?
To my knowledge, there aren't many.
Easiest is still at the start through Character Gen.
There's a way to improve fitness and strength using workout machines.
There's also apparently ways to train skills, though I'm not super savvy on how these work, as I've barely played since 0.12
Console commands can be used, there's a few I know, but only one affects traits:
addcond char_name cond_name 1
addcond char_name cond_name -1
The first adds a trait, the second removes it.
char_name is your character name
cond_name is the name of the condition you want to change.
With a paired set of traits like Fit/Unfit you'd need to remove the first before activating the second.
As traits, skills, health and money are all conditions, their names can be found in the Ostranauts\Ostranauts_Data\StreamingAssets\data\conditions\conditions.json file.
Traits are found as Is(Trait), ie: IsStrong
Skills as Skill(skillname), ie: SkillHacking
Stats are Stat(Stat), ie: StatUSD