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报告翻译问题
Yes adding the mod mid-play should work, removing it would be an issue though. So best make a save "PreMod" before adding it, in case you later decide against it (or something breaks)
The only effect I found that seems related is the build/module transfer time we can improve with things like space tugs. You can take a look in /StreamingAssets/Templates/TIEffectTemplate. I think all available effects should be listed there.
So most of the suggestions seem not to be possible, at least without a lot more effort.
I have updated the Nano-Complex to include the LEO bonus, I have also reduced its output a bit.
I have added a new solar farm that should be "ok-ish" in normal solar environments, and outperform quite a bit on mercury.
effect being with these researched that you negate the radiation penalty. We know nickel, lead, water, and some other materials have a measurable impact on absorbing or mitigating radiation. I assume those are the things abstracted to create the higher expense of radiated environments, but I would hope we'd discover less material intense methods.
alternative, life and/or info research for better treatments for being irradiated, so we just build less resilient environments and use preventative treatments and screening of personnel (assuming that it's the people rather than the facilities you're shielding from radiation exposure).
i like the mod, but i think it could be scaled back a bit to be more challenging. the repeatable mining tech is actually the most cheesy to me.
it would be nice to have some accomplices to your power facility that empower solar. solar is an interesting counterweight to fusion and antimatter / exotic. it just gets replaced by your facilities. would you consider something like the synthesizer that produces amazing power conservation (rendering power consumption of all modules to ~1%) but only in solar environments?
The localisation, so all projects had their raw data names.
The "Energy Matter Conversion" technology was partly obscured by some future tech.
For the latter I had to remove a tech-dependendency, apparently the new tech-tree is not as dynamic when it comes to adding more depth, and as I didn't want to move all the future techs for compatibility reasons.
However I have to admit that I do not currently have the time to really test this. So if you notice any issues please report them.
With the MK-IV and MK-V one could be level or even exceed the alien tech.
Not sure if that is what you meant. It does not add alien technology, though you will end up outproducing the aliens in exotics, that is where the More Exotics for Aliens comes in. To also give the aliens more exotic production. Just now noticed that paragraph went missing in this mod's description...
If in doubt, you can always check the mentioned player.log for error messages related to the loaded mods.
Did you mean that with " didn't see any of the new tech this mod incorporates"? Because I always had the techs themselves visible in the tech tree.
If so, the update should have fixed the issues, if not, please upload your player.log:
<YourWindowsDrive>:\Users\<YourUser>\AppData\LocalLow\Pavonis Interactive\TerraInvicta\Player.Log
Please go to the discussions tab and open a new one pasting the content there.
Just a head up @Damocles66
It is a hab-local income, so it will not add to your global resource pool, and just compensate whatever recources the station consumes itself. It currently costs power and money.
Another part of the description does mention that "it provides the station's basic needs" but that is rather abstract and I can't imagine those will ever be higher than 900 of everything monthly that it says it consumes.
I'd imagine this is just a problem with the tooltip itself (I never actually built the thing) but from my understanding of how it's supposed to work this shouldn't have a monthly cost other than power.
In steamapps\common\Terra Invicta\TerraInvicta_Data\StreamingAssets\Templates\TIHabModuleTemplate.json
Line 4487 reads:
"volatiles": 3
and should be
"volatiles": 3,
You can manually edit the file and it should fix the issue. Not sure how that made it to a public branch, but it is not part of a mod.
To allow a mostly space based economy, and thus being able to ignore the base defence issues,I introduces this module. It does not provide "real income" so you won't see your stockpiles increasing in themselves, but it counts against a station's maintenance costs.
Perhaps new reactors could be setup like so;
T3: Base Game highest, 1 T per GW
T4: 0.5 T per GW, high rare resource cost but no exotic cost.
T4-E: 0.1 T per GW, moderate exotic cost.
T5: 0.05 T per GW, huge rare resource cost but no exotic cost.
T5-E: 0.001 T per GW, large exotic cost.
Could also be paired with an Advanced Icarus Torch, 12's in Specific Impulse and Thrust rather than the 10's on the normal one.
I wasn't able to reproduce the CTD with the current branches. I tried:
starting a new game
loading an older save
I will need your Player.log to check the error:
In your file explorer enter as the "path":
%appdata% (with the %)
go one folder up (AppData\Roaming -> AppData)
go into LocalLow (AppData -> AppData\LocalLow)
go into Pavonis Interactive\TerraInvicta (AppData\LocalLow -> AppData\LocalLow\Pavonis Interactive\TerraInvicta
There you should find the Player.log, please send this to me via message(send you a friend invite for this).
Best regards,
Damocles66
There are some parts of the mod I may not utilize for balance, but I would very much like to able to manufacture at least some small quantity of exotics to make some techs viable (like the late-game armors), and for RP reasons I would love a late-game tech like the one you've included to increase the efficacy of climate change mitigation from welfare (which is currently essentially useless in the unmodded game).
Vanilla balances the hull mounts large firing arcs by making them weaker.
Thanks again
Thanks for the mod, can't wait for further updates.
I'm surprised no one's wanted to make stronger weapons / modules for ships