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报告翻译问题






- if Vodyanoy's ballast tank A is damaged, the AI will always be stuck there. may be caused by the strange shape in the upper left corner
something about the ballast not working right if one of the doors is open
We had to ditch the shuttle because it's not actually buoyant. Even when gunning it straight and with no leaks it still slowly sinks. I did look at the original mod page for the sub and it seems to be an issue from the original design.
On a kind of in-world lore thing.. we ditched that while docked with the station. Can you imagine some crew coming across that thing like "Man we can salvage this and sell it at the station! It's so close already!" and then they're tearing their hair out after an hour of trying to fix it wondering why the hell it's not working when everything is fixed and functional haha.
Heavily considering moving a lot of the bigger components of Keep You Down to their own mod, similar to what I did for Slippery When Wet. That way you can say, get exp from drugs while also using BaroOverhaul.
Also gives me a chance to rewrite some of the sketchier parts like how drugs are hard coded by name.
still love your work btw, and plans to continue it?
thanks! i really need to get back to work on these. for the anamora i have no fucking clue why it does that and i need help why is it doing that ive tried like 6 things someone please help me
and for the vodyanoy, i think ive realistically gotten that subs pathfinding as good as i can get it. considering its vast usage of stairs and how much bots hate those, along with its wack ass hull shapes it was never going to have the bots running smoothly sadly.
So far the only issues I've had playing campaigns with a mix of friends and bots is:
The Anamora shuttle spawns inside the ship, causing it to flood.
The bot pathfinding in the command/gunnery room of the Vodyanoy is very skittish. You have to drag the bots onto the guns for them to actually latch on to them and even with having suits lying at their feet they sometimes don't understand how to grab them in case of flooding. They don't even know how to swim out of the room sometimes.
with how it works i cant think of a better way about it
- lower airlock door is set to use the welding tool for repairs instead of wrenches
- lower airlock pump is non-interactable
- both ballast pumps are invulnerable
- the safe is set to use any ID card instead of the usual id_captain,id_security
Taniwha-B
- wall in the top-left room doesnt fully cover everything
- the non-functional engine detail beneath the railgun loader isn't invulnerable despite being non-interactable and eventually starts smoking without being repairable
- same for the status monitor to the right of the nav terminal
he made all the wiring weird
funnily enough i wanted it to be transport, but for people rather than cargo
they aim with it at enemies, but never fire the weapon. pulse laser.
also fucked with the Tanit-B
i REALLY need to get back to fixing this pack lol
Mod's up to date on my end too, I'll try what you recommended