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报告翻译问题






A bit curious what happens when (in the far far galaxy where no update was before:-) Walt gets to add carriers to the game.
eg; EditorGroup = "Fighter"
this will give it a valid purchase option in the career blueprints purchases
I replaced the EditorGroups for the parentParts to get them to stack.
Like for the computer, I used this entry in the techs.rules
EditorGroups = []
EditorParentParts = [ "rustydios.fighter_cockpit" ]
How do I refer to your editor group of your cockpit?
The entire soundscape has changed in 0.30.1, many things needed new referencing as all the paths have changed.
The original thruster small part now has a big chunk of the Burst Effects commented out which was the 30.1a release I guess. I expect he will fix the underlaying issue and reimplement, instead of all of us having to comment out the burst sound then adding it back.
If you are really dying to play, you can modify the files that it tells you are broken.
Comment out from here: : /COMMON_SOUNDS/ThrusterBurst
until the close parenthesis.
The thruster advanced and quantum are affected, but then the base mod's thruster small is affected and likely the rest of his thrusters too.
The light plume is back to 2 blocks, but the heavy thruster will keep a 4 block plume. Since this breaks a lot of my encounter designs, I temporarily overrode this to 3. Otherwise many of my career encounters will just sit there doing nothing and I can't automatically do much since ships are pngs. This override is temporary though until I can fix my ships so please be aware.
The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?
Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.
It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
There are many things changing in the base mod, mostly all around the overclocks...
\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue
This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.
I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.
I guess I should not be surprised as every tiny update, there's some stupid change to a filename or other crap that breaks a bunch of mods. I was kinda hoping for the best and had not heard anything bad so far. Wishful thinking I guess.
Can you give me a better idea as to how and why it has affected this mod so much?
So... will this get updated or do I remove it from my mod list?
Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter
Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab
Delete LC-105. Copy Mauler and rename to LC-105
Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.
Delete TwinTerror. Copy and rename Foxtrot
Delete UTurn. Copy and rename TriForce
Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
"
gg/10, best update log yet.
First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.
Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.
New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.
Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
Thats my theory anyways.
My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021
I did a search on doodads_off.png and found nothing unexpected.
Anyone else having issues?
So no patch should be needed anymore.
I wonder why dev added an OFF animation but only for light thrusters...