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
As for power generation, you monster. A vanilla Anomaly reactor room can fit 8 cells with 8 generators for a already great efficient 32kW output that only needs 100W power draw for the harvester in a 11x12 room. You now allow this to make reactor rooms output 40kW with the same power draw for a 10 cell arrangement in a 11x10! A 50% increase in power per tile efficiency that makes it effectively a ersatz unstable power cell that you can make at home at will! Even if you enabled the power on each cell (not even necessary with a strong enough door), it is a mere 42% improvement.
Biogenerators already surpasses chemfuel handily in vanilla, now it blows it out of the water.
Other than that, like holy shit this mod is going make the already efficient bioferrite generators ridiculously OP since you divided by more than half the size of the holding cell. Now you can fit a 4kW power system in a 12 tile space when it originally was 18.
Oh god....... I HAVE to test how far I can take this monstrosity.
Same, they're not "realistic"/don't make sense either
I hate solar flares so much, so I just disable them. Used to think that was a cheap move, but after like 1000 hours I'm done with them.
That sounds like a big problem. You can always get some solar flare shield mod. But yeah it could be a big issue