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
You want to you, worse case scenario might just have to just manually toss the randomized spawn items in a crate or two and yeet it out the airlock. Or you could go into sub editor and just delete all of the "container tags" in the container properties (as a side effect that might break bot item sorting though since bots storing items is also controlled by container tags not just autofill.)
The components aren't normally accessible, being inside the walls, and there's not alot of valid reasons to rewire doors during the middle of a campaign game so they were locked to prevent unwiring-griefing. In-game the yellow component at the top of the door does let the door's closing delay be edited, but that's all.
To re-enabling wiring is to just turn off structures & walls in editor and then drag select the components in the roof above the door, then just set them back to unlocked wiring. Or shift right-click a signal check component and hit "select matching items" but that could also affect other wiring.
Fixed on unstable build. The August update I added to temporarily fix it on Stable didn't publish correctly apparently, tried updating it again.