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'll need to fix a few issues related to warnings checking inheritance, so I'd recommend instead copying the ShieldBelt class from its ILSpy decompilation (explained in the above link) and modifying that class directly.
Remaking from the scratch then.
Reason I'm asking is because there are hundreds little mods adding this and that, and this spams game mod list beyond what is humanly manageable. For things like like your belts, I would rather integrate mods together and give credit, where the credit is due, rather than doing everything from the beginning.
But It seems modding in 1.0 is much easier than it once was :)
I might want to include this in my Quality of Life future mod, but I need to know if I can just integrate your stuff or if I had to make my own from the scratch.
If you want to get started modding, it's pretty easy! Try picking apart the game code to see how things work, and if you want to use assemblies (for more advanced code) try this tutorial [ludeon.com].
(unless you have a mod that hands you Uranium an such out like a candy factory)
And so the costs are fair, at the moment, Epecially since I noticed that Mechs give only 5 plasteel and 1 component per mech, double that for Centipedes which in reality is way too low.
Without a mod that would let you slowly gain resources (Quarry and such) I find the cost to make these even with Quarry Very Reasonable. I am a guy that likes to Turtle, an so far even with a mod that give 25-75 steel on normal nods per square and Quarry, I am still running into either low steel or low plasteel issues, let alone in making a ship XD.
At the moment i only get about 3-5 of any of these combined and 2-3 of those are FOUND from raiders or such.
So I will again state, so far so good on balance. Then again, i only played 3-4 years for about 4 colonies on testing. Hope this info helps.
dninemfive, thank you for making this mod, btw. It is really cool! I wish I had the skills to do what you can do.
I have a colonist wearing a Good quick-recharge shield belt, and there is an Excellent quick-recharge shield belt sitting in storage. For any other gear (minus weapons), the colonist would usually go equip the higher-quality apparel. Not happening here though.
Given that it's an issue with the base game and not this mod in particular, I'm hesitant to fix it here lest I break another mod. I'm working on a utility assembly atm so I'll see if I can add a patch there.
I created an Outfit for my ranged colonists, but they will not automatically equip the available Ranged Shield Belts. Is there anything that can be done about that? Currently, I have to manually force them to wear their belts.
This is especially a big pain in the butt when I set the durability threshold to 60% - they will remove the shield belts and bring them to the armory for repairs, but won't re-equip them afterward.
if i happen to get to a point where i have alot of them thats end game and fine as well.