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






I have a decent idea for how to improve it though.
https://pastebin.com/uW1MRza5
This one mechanoids go down they are taken to animal medpods and then the loop begins
Also about the loop thing, yeah I'll need to look into making it so friendly mechanoids cannot be downed, it's not super game breaking, but I bet it's very annoying to deal with.
also the rescue loop is also happening with medpod mod
you could on the arrow marked area a completion percentage
-Fixed the bug that would cause the spawn time of mechanoids to stay at 0, making production instant. At least, I'm pretty sure I did, I've tested it and ended up spawning ~800 mechanoids and the issue did not happen.
-The "fuel" level now needs to be at least equal to the spawn cost of a single mechanoid for the production to start (before it was possible to save resources by keeping the fuel level at 1 and still spawn mechs even though the spawn cost was 1.25 or 1.50)
I might've released it pretty suddenly, my apologies if this causes any issues.
-instead of fuel consumption being time-based it now consumes an an x-amout of it each time it spawns a mechanoid.
This doesn't exactly fix the issue of the timer getting to 0 in mere nanoseconds, but at least now it's somewhat beneficial instead of it crashing your game with an unholy amount of mechanoids.
And its both fuelled and powered on. No timer at all.
nice work
-"Fixed" the mechanoids not spawning after the timer reaches 0.
...and that's it. This stupid mistake has made me realize I've been torturing myself with a more complex solution to a simple problem when an equaly simple solution was right there only for it to not even work. Why am I doing this to myself :I
-Fixed some typos...that's it.
Oh yeah also, the Odin idea I've had was actually pretty stupid as the mechanoid is actually pretty weak without its stun aura.
I know that I'm definitely not gonna put some of them in at all as you probably don't want them in your colony no matter what faction they belong to (I'm talking about the super explosive ones).