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





在 Reddit 上 


















In general the Galactican Tech Tree has storage unlocks.
I will be making sure that they all unlock properly when the tech(s) are researched in my next update.
Is it a character that's unlocking them? I don't see anything in the notes to suggest that, but could be missing it :)
I noticed safes get unlocked when they get unlocked from another part of the game/another mod, but researching other storage solutions for other mods and the game doesn't appear to unlock these.
I'm 99% sure I'm just overlooking something, or am just wrong on my findings above, but would love some clarification as the PX storages are by far my favourite for electronics, crafting, freezers, manure, etc.
Thanks in advance :)
I disabled the repair bay due to how much.... bloat it added in the mod itself.
Every item you "repaired" was actually a recipe that took <gun/armor> and gave you back <new and perfect durability of that gun/armor>.
With all the edits I've done to the og mod, maintaining that list was low on my to-do list.
I have plans to make it be a <small set> of "blank" recipes that actually goes into the equips survivors equipped items and sets their durability equal to max.
1. Robot attacks in px scenario (best mod should enable that kinda)
2. Colonist price review (the game is balanced around having below a dozen colonists, and I'm trying to implement a soft limit with these hiring prices)
3. No trade level 0 recipe
4. Fab matrix stuck locked (research and recipe)
5. Organ boxes bug
6. Beyond stranded compat
7. Supply/trade recipe tabs not showing up
8. GECC colony ship bug
9. Droid hiring bug
10. Discover same species with expedition trait
11. Cyber crystals stay locked
12. Medium px moon to offset the other moons (easy, ridiculous, and rip your base)
If I missed something lmk, as my attention is back into this mod
I've been spending my free dev time working on my newly released nest overhaul mod. Mainly so I can add new "nests" into this mod (like a Galactican police station, Consortium mining base, rebel guerrilla squad, etc...)