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
The need to use specialized blocks to protect against fog. For example, to those stated in acid_fog_config.xml such as Ceramic and Stainless, add, for example, concrete or something similar.
Damage to blocks that are deep underground but not in full contact with the voxels. This is obviously stupid, but Keen doesn't want to make voxels leak-proof. They probably have good reasons for this.
1. Fog on planets like Alien. Survival is possible only in the mountains. All territories that are below a certain level are flooded with fog and visiting them requires prepared sorties. The fog contains acid, toxic fumes, high temperature, radiation, and more.
2. Fog on planets with Atmospheres like Earthlike or Pertam, or even Mars. Fog is like a weather phenomenon, such as an electric storm, sandstorm, or something similar. The lack of constant impact on the Player or the blocks must somehow be compensated by the impact of the elements. It is likely that at such moments the atmosphere is filled with toxic fumes that cannot be breathed, but Ventilation units must filter out oxygen. In rare cases, use radiation damage.
3. Fog on planets without an Atmosphere or Moon. The fog is not on the surface, but below ground level. Accordingly, any activity in the bowels of the planet may resemble Alien conditions.