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报告翻译问题
They are locked to the ID access "id_medical", however, for some reason, Barotrauma uses "id_medic". This means that the ONLY way to open the container is to have the job id of medicaldoctor, which for modded roles like Jobs Extended's Chief Medical Officer, is not ideal.
I have made a mod to temporarily fix it, but I would appreciate an official fix for this issue in the mod itself.
還有一個可能,就是你改動後進了之前存檔的站點,那個站點已經刷過了,當時只刷了一箱然後你存檔,於是改動後進去依舊只能看到一箱
我不太知道你究竟在哪個環節遇到問題就是,所以只是猜測
舉個例子比較方便理解
<Price baseprice="225" soldeverywhere="false" minleveldifficulty="25">
<Price storeidentifier="merchantoutpost" minavailable="3" />
<Price storeidentifier="merchantcity" minavailable="4" />
<Price storeidentifier="merchantresearch" multiplier="1.25" minavailable="2" />
<Price storeidentifier="merchantmilitary" multiplier="1.25" minavailable="2" />
<Price storeidentifier="merchantmine" multiplier="0.9" minavailable="8" />
<Price storeidentifier="merchantengineering" multiplier="0.9" minavailable="5" />
</Price>
minavailable是販賣的下限,maxavailable則是販賣上限,soldeverywhere是是否到處都能買到,minleveldifficulty是販賣所需的難度(每10等是往後一張地圖)
The version you're using, "EK Mods for 1.x.x.x", is not maintained by the original author, so it's completely normal to see additions that aren't officially part of EK.
I really don’t want to keep answering questions about the nuclear battery. Unless one day I personally feel that the item fits well with the mod, I have no plans to port or include it.
Please, explain to me like I am retarded how is it not part of the EK MOD, while being inside the folder of the EK MOD. I'm not trolling, I WANT to use your mod, I just don't understand all of this discrepancy
Transitioning from the original to this one makes all of those batteries dissapear since it's nowhere in your mod
The EK mod has never included an item called the "Nucleoelectric Battery."
If you're looking for something with similar functionality, I recommend subscribing to [LF] More Ammunition. It includes a Nuclear Fuel Cell that works far better than similar nuclear batteries found in other mods.
Some of those other mods have design flaws where higher-tier fuel rods actually last shorter than lower-tier ones — my version doesn't have that issue.
Can you tell me what is the purpose of Advanced Headset? it looks the same as autoinjector headset
I do have your EK mods at the top of my load order, so maybe Barodramatic or another mod is causing the headset issue, I'll have to check later
I haven't modified the Auto-injector Headset at all, so any issues with that item are unrelated to this mod.
The reason you cannot place Storage Containers in the Industrial Strength Crate is intentional, but I may consider tweaking it back.
In some EK submarines, any sub's that have hull patching kits with steel bars fitted in them do not work. The steel bars are spat out of the kits upon spawning and renders the kits useless.
One example is this ship
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2791617694
It has Hull Patching Kits in the supply cabinets and upon spawning in you can see a steel bar dropping from each supply cab, then when you try to use the kits they do not work.
However, note that the talent enhancement mod you are using must be updated in line with the official talent changes; otherwise, item duplication bugs may still occur, but such issues will not be caused by this mod
但要注意,你使用的天賦增強MOD必須要同步官方的天賦更新,否則依舊會出現物品複製的BUG,但這個就不屬於本MOD的BUG了
官方的天赋已经兼容disallowduplicatedeconstructoutput TAG,因此已移除对原版该天赋的修改,这样可以提高与其他天赋类MOD的兼容性
但需要注意,你所使用的天赋增强MOD必须同步官方的天赋更新,否则仍然会出现物品复制的BUG,但这就不属于本MOD的BUG了
Cause i remember trying to use em but it still wasn't working so i thought i was missing something.
Therefore, I previously adjusted the mechanism of Hull Patching Kits, making them consume their own durability as a cost to repair the hull.
They don't have a slot to put Steel Bars in.