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






https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2501573070
Hope it helps anyone!
@patupi maybe if the RTG is damaged or it is destroyed, then the material inside the core is released and results in moderate or severe fallout poisoning in the surrounding area? Kind of like the zombie mod when the poison zombies explode?
If you are just going with some form of Uranium based fuel source you might think of some kind of conversion. A process to make fuel (probably Plutonium or Polonium based) from the Uranium prior to making the RTG
Or I could be going way OTP on thinking this through :D
I think I'm going to make them "refuel-able" using a bit of uranium for a very long period of time.
Another thing I'm kinda debating is to having even the first tier generator locked behing it's own researchProject...
Thank you all
If you are going for realism, it'd put out less power as the fuel were used up, but that's a C# mod for sure.
For refueling, if I was able to make the building becoming a "useless" building that need to be deconstructed it would have been fair enough for me. But again because of modding limitation I can only make it entirely disappeared (using a bit of code from glowpods - they disappear after a certain amount of time). And I sure will find it strange if a whole building vanished in the air like that.
I was thinking about make them needing to be refuel but only every few years (I wouldn't mind some advice on the numbers you'll find "realistic" - I'm more versed in biology than in physics ;-))
Thank you very much for your insights, @Icewave
First, thanks for your enthusiasm ;-D
Honestly, I just updated that mod and at first, I wasn't about to change anything. But you have good suggestions and I'll have a look at what can be done.
_______________________________________________________________
Radiation sickness is way beyond my modding abilities, I can only do XML mods. Meaning I only can use already existing mechanics in the game. But it would have been cool ;D
Now about refueling or lifespan:
Here are the options of what I can do. Either make it consume uranium like other generator does with wood or chemfuel, but way more slowly OR adding a "lifespan timer" and make the building disappearing at the end of the timer - like after several years.
What do you think @all?
Radiation sickness will force the player to place it in a seperate area from the colony living area.
With a life span the RTG can emit high power starting out but after year one it will start to go down to a minimum amount, making it not as useful or requiring more uranium to top it off.