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报告翻译问题






- Fence gates now close when connected to chain fences and other fences.
Quick fix
- Single tile chain gate no longer rotable
- Fixed graphical issue with large gates blueprint.
Config error in LTS_Chainfence: impassable, player-buildable building that can be shot/seen over.
UnityEngine.StackTraceUtility:ExtractStackTrace ()...
> Very ugly though but perfect for keeping Z's away, but those are not real right?
What are you talking about?
- 1.5 added. 1.4 kept as is.
- Chainfence no longer links to doors.
Sorry for lack of responses x)
- Updated for 1.4, 1.3 stays as is and wont be updated.
- Chain Fence Gate 1x1 Cost 100->20
- Chain Fence Gate 1x2 Cost 100->40
- Related buildings added to gizmos for faster fence selection.
- Chain Fence links to doors.
The logic otherwise would be like, how would enemies hit the people in the bunkers?
When bunker takes damage, chance that pawns inside take damage? Or are they invincible?
Reason thus for me is this. It's nice to have, not need to have. Better put my effort coding better things than that.
I would want more stuff though, do you have any other suggestions? Embrasures could be one classic thing which is pretty good.
- IsFence -> False for Chain Fence, this to avoid issues with pathing since impassable.
- added chainlink gate
- reduced barbed wire flammability from 0.8 -> 0.2
- Added furnishing as dependancy for doors
I have not figured if the tank traps and barricades are just cosmetic or they are useful but I like it either way