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
- the "pale background" bug has been fixed. It was a missing asset that was supposed to be present in the Roost, but currently isn't. Was a bit hard to track down because a duplicate of this asset exists in Shelves, so I wasn't reproducing it locally and not everyone was reporting the same issue. Should be all good now!
- major rework, uses the new UI framework integrated into the Roost. The mod was rewritten from scratch
- support for subentries
Codex uses the same TMPro components for its UI so it should support all the fonts. Maybe it doesn't work. Codex is getting a big UI rework, we'll take a look at it. Thank you for your feedback!
Yes, you can check if an entry exists or has a specific mutation on it via the grandReqs property (Roost Machine specific, but Codex requires this mod to be enabled anyway). Example:
"grandReqs": {
"[*/codex : myentryid]" : 1
}
For more information, please consult the modding documentation written by the discord community, or even better, come talk to me in the #modding channel of the discord community server. :)
For the persistCodex:
- legacies can define a "codex" property ("defaultcodex" by default).
- legacies can define a "persistCodex" property. When set to true, and you're playing this legacy, the game will save it in a file every time it saves.
- when starting a new game, Codex will look at the codex ID of the legacy, check if persistCodex is true, and if so will try to find the corresponding persisted codex file to load it.
So what persists is the exact state of the codex: elements and mutations. The "codex" is like an alternative table, saved in its own file, and displayed via a custom modal. Its "entries" are elements, and the mutated aspects via updateCodexEntries are mutations on these elements.
"persistCodex makes the codex persistent between different saves of legacies defining the same codex property value." - can you elaborate?
What exactly persists and between which runs?
Is there a way to check if you have a codex-entry unlocked as part of recipe requirements? something on the line of "I need to know X before I can do this"?
- fixes to the execution of codex properties in element xtriggers and recipe furthermores
- codex properties are now supported in The Roost Machine's xtrigger grand effects and the furthermore property
- duplication issues should now be solved (you can't unlock the same entry twice anymore)
- added two new properties on legacies: codex and persistCodex. persistCodex makes the codex persistent between different saves of legacies defining the same codex property value. The default value of codex is "defaultcodex" and the default value of the persistCodex property is false. (might become true soon, still undecided on that)
- added the three properties to Elements, executed when the element is first spawned
- added a new property to codex entry update objects for updateCodexEntries, "unlock", to automatically unlock an entry when updating it if it's not already unlocked