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
(Browses through Steam Workshop; finds a cool mod.)
Load Order: God damn it, not again.
Maybe what you aught to do is talk to the guy who made Robotrauma, as adding a battery drain effect that powers "implant" item might be what you are looking for. Where so long as you have power it acts like an over-shield, though I imagine trying to tie a power / battery drain effect to an implant tied to the hot bar isn't something I have seen someone do before since tying power consumption to "suits" is typically the easier solution.
<Price storeidentifier="merchantcity" minavailable="2"/>
<Price storeidentifier="merchantresearch" minavailable="2" />
to this
<Price storeidentifier="merchantoutpost" minavailable="2" />
<Price storeidentifier="merchantcity" minavailable="2" />
<Price storeidentifier="merchantresearch" minavailable="2" />
<Price storeidentifier="merchantmilitary" minavailable="2"/>
<Price storeidentifier="merchantmine" minavailable="2" />
In the past when i tried anything like this it would fail, only worked on limbs of creatures.