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Let me know if you encounter anything else, and hope your game goes well.
Please let me know if it's fixed for you. If you ever encounter a shadow anchor without a planet below it, toggling it on/off or reclaiming it through a shadowgate's menus should now instead return it to an owned shadowgate. Thanks again, and enjoy!
the error file had this error for the shadowgates, there are some more lines but i didnt want to fill the comment section with code, if you can help i would be grateful
Script error, spawn_megastructure coords_from: 'event_target:shadowrift_terminus_planet' is invalid at common/scripted_effects/shadowgate_scripted_effects.txt:1983 @ scripted effect spawn_shadowrift at file: events/shadowgate_galactic_events.txt line: 3323
The issue was the shadowrift megastructures (the ones your ships enter) were briefly claiming ownership of the planets they were tied to whenever they spawned. It not only happened on loading a save, but also each time a rift opened for navigation. Really strange bug, but thanks again for letting me know. Hope you enjoy.
Please let me know if that solves the issue. If not, I may need a screenshot if you're willing to post one. Did you happen to build the districts yourself, or did you acquire the shadowgate fully restored from an AI empire? I did find an instance where the compass can remain disabled if an AI builds every district.
Unfortunately, I don't think I'd be able to support having a shadowgate in a frameworld system. Sorry for the confusion!
The frameworld patch only adds a colonization event specifically for shadowgates, and it makes two minor edits to conditions within a single file of Gigastructural Engineering. I verified that the file it replaces is identical except for what the compatibility patch does, and I don't see how the alterations it makes could cause such a large issue.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3138451689
The Simple Chinese localisation does not work because of conflicts in the code.So could you please remove the Simple Chinese localisation in the mod?
Like imagine a mod that turns your hud from that green colour to purple and the close button to that symbol
is_shadowgate_world = { is_planet_class = pc_shadowgate }
Thanks!
Also, might I recommend giving them an aux component that grants them an anti-shield negation effect [so they don't care about pulsars or space storms] and shield hardening [anti-penetration stat vanilla added a bit ago]? This one could probably just exist from the start.
It won't save the Shadowrifts if you do absolutely nothing, and my thought would be that the smaller stations wouldn't get replaced without opening a new Shadowrift completely. Stabilizers lost are lost for good for that rift's life.
I am, however, glad that trying to send a message over the limit doesn't just delete all the text that got typed up in the meantime.
--Would it be a reasonable notion to add in a boosting effect to increase the damage/fire rate of its armaments? Perhaps spawn in secondary "emissions" platforms, that grant extra firepower/defense to the main wormhole-station?
---Thought being that so long as any exist the wormhole they're connected to is invulnerable, akin to how the Unbidden Dimensional Anchors & their Dimensional Portal behave.
Some buildings that can only be built on Shadowgates that get unlocked later, perhaps to act as supplemental boosts to the Ether Capacity & Generation of that Installation? Perhaps have them cost Dark Lodestones, as an alternate choice for what to use those on come later points in the game?
--ie Convert a Dark Lodestone into a "structural framework", which lets the player build one of the structures, functioning akin to how the FE buildings do.