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If anyone cares and wants to request a change or something they can feel free to do it here.
For now the changes are:
-the slots are their own body parts
-a single pawn has two slots, but that amount can be increased in the settings [up to 8]
-an option to enable combat modules for animals [YAPEM - Animals is no longer required for that]
-heavy/dual slot modules [like miniguns] now take up only one slot, but slightly reduce movement [currently by 8%, can be changed if it's too harsh, working on making that an option in the settings].
1 thing that works its grenades..
It should be out today.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2808876573
(will add it to the description later :p)
my log https://gist.github.com/05994da8370fbf9c9a166c53bc46e6f2
Could not load UnityEngine.Texture2D at Things/Item/Health/MK_HealthItem_Ultratech in any active mod or in base resources.
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GlobalTextureAtlasManager.TryInsertStatic (Verse.TextureAtlasGroup group, UnityEngine.Texture2D texture, UnityEngine.Texture2D mask) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.Graphic_Single.TryInsertIntoAtlas (Verse.TextureAtlasGroup groupKey) [0x00036] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingDef.<PostLoad>b__311_0 () [0x00043] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <81af9f8a18324e17b286924a43555a7c>:0
Why
-File cleanup (FindMod patches have been replaced with LoadFolders, it should decrease load times by a decent amount)
-If YABEM's Animal Module is active then combat modules can be installed onto animals
And yeah for now that's it, the cleaning up took a while, but it should be worth it. Let me know if any issues appear.
- Modules from/for Rimeffect or like the omnitool powers
- Passives modules
- Psy modules ? Or Psy passive boosters ?
Other thing : I think it miss the word "module" in "The cost of a ranged/melee combat implant is 10 plasteel, 2 advanced/spacer/whatever you wanna call them +" in the Balancing paragraph
Said update might need to wait till tomorrow or a bit after, but it will be worth it, I'm switching from findMod patches (yucky ♥♥♥♥♥) to LoadFolders, which are way more efficient (less load time).
This happens because when a pawn has multiple firing options it picks the one that the game considers to have more damage per second...the problem is that it does not seem to take range into consideration.
Unless something about it changes in either the framework or the base game I can't (or at least I think I can't, I might be wrong) do much about it.
@Nameless oh also sorry for the delay of the nerf, I'll get to making and releasing a fix soon. Lately the only modding time I had was spent fixing some stupid issue in another mod.
Also yeah shooting skill does affect the modules, not so sure about the drones but I think they are affected too.
As for the settings menu...I'll see what I can do. I honestly haven't tried ever making one because C# scares me :U
Yeah it might be a bit OP for some people, but I feel like vanilla combat-oriented bionics (power claw for example) are a bit underpowered/weak and I think the crafting costs justify it somewhat anyway.
I hope the translator manages to make this readable lel
Does it work with "Simple Sidearm"? And what about the non-violence ability from "VFE-Ancients"?
The implants dont replace any body part, but it looks like OP, so may it be customizable? Like it take a shoulder/forearm place and doesn't look compatibility with archotech- or drill-arm, but it can be used with wrist-prostheses from EPOE (with "Prosthetic No Missing Body Parts" mod).
This is a machine translation, sorry for the inaccuracies.