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
							
						
 
											 
													







Both Mechanoids and Fleshbeasts, if all walls of the building are present, they will stand still and not move/target pawns at all. I think it's something to do with their pathing since they spawn immediately after the fog has been removed and, since they are enclosed within, they "bug" in place. Strangely enough Insectoids will wander and move just fine. Perhaps this is a conflict of mine? Not sure what it is though.
Edit: I think I understand now why Insectoids work: they spawn from hives, which are new instances of their kind.
again i having this fog not going away issue and i use this mod to fix those issues with 3 other mods but Ancient urban ruins is having the issues will you be able to please add support for it please
There's also a stargate in enemy outpost ,it might be in a room ,so the player just show up in the room near the stargate .
Outside the room is fog .So the player can explore enemy's outpost to remove the fog .
With this mod ,when the player enter the enemy outpost though "Connected" stargat ,there will full of fog .
If the player just go to the enemy outpost by foot or transport pod , the conflict won't happen.
when "glyph deciphering" research finished , use StargateMod_GlyphScrap to generate a stargate quest .
use a any stargate at Home to "Connect" with other stargate quest,and Enter stargate .
then the map of the stargate quest is full of fog ,can't see anything.
I can confirm that this activates ancient dangers however and if you have Better Infestations it will rapidly ruin your game if you don't get to it quickly.