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






@Baker***: Probably load order issue with another mod that also overrides fire extinguishers for example Neurotrauma. Make sure it says "Immersive Repairs" when you hover your cursor over the extinguisher in your inventory. If not, put Immersive Repairs above the mod that's listed instead.
If it doesn't damage the secure locker at all, another mod might be overriding it so try placing Immersive Repairs higher in your load order.
As for the Multitool, it should allow you to open its inventory once it's broken. If it's broken and you still can't repair it, even after loading into the next round, are you perhaps using performance fix?
@Abra cadabra: Can't reproduce the issue with the welding torch. Are you using any other version of Immersive Repairs or any patches? As for a Husk job patch, I'm sorry, but I won't be working on that.
@lovbru1: Yes, welding tools will revert back to the vanilla welding tools when handled by a bot.
@Engineer: Probably wrong load order with another mod that also overrides engines, vents and oxygen generators.
@ValTheMadLad: They should still spawn, tho I also once noticed them being absent when they shouldn't... I will probably revert the spawning mechanic of them back to the previous version. I changed it because someone reported them causing the infamous duplicate item ID bug, but it turned out they were using the lua version patch which changes vent blades in general so I don't think my previous method was actually at fault.
@josuadmc: That's caused by incorrect load order. Make sure to put Immersive Repairs above DynamicEuropa as listed in the description above
Vanilla Oxygen Patch to not have to deal with vent blades and air filters.
Vanilla Welding Patch to have vanilla welding tool without needing welding masks.
No Turret Repairs Patch to have vanilla indestructible submarine turrets so no repairs needed for them.
@TheDreamer: No, load order needs to be as shown in the description from top to bottom.
I love the idea, but we're just a 2 player co-op (and at best 3) so this unfortunately is a lot for 2 people to handle (and we have the difficult cranked!)
Love it tho! keep at it.
But now our campaign is borked because removing it broke the vanilla ones.
Any idea's? I know not all mods are able to be removed mid-game.
Just curious
@Creator of Tweak Sauce Izzybee: Make sure to follow load order instructions listed in the description above and put Immersive Repairs above DynamicEuropa. Loading the mods in the wrong order is usually what's causing these permanent particles and draining.
Neurotrauma... I like the idea, but I disagree with a lot about the implementation.
Thanks for the responses anyway. And the sufficiently elaborate commentary used in your mods.
@Профессионал: Thanks for reporting this. I've now pushed a hotfix. I also made it so air filters stop taking water damage if at 2% condition instead of 1HP which means you now also get more leeway to forget about cleaning it after a flooding if you have a higher quality air filter.
The pleasure is mine. ^-^
Do you have any ideas about medicine in game? Is the current system in an acceptable state, or are there any ideas on how it could be improved using your approach?
@Kolariah: I've now configured a minimum amount of oil for sale to all vendors (except clowns/husks)
@Erhl'a: It's been so long I honestly don't remember my intentions behind it. I think I just wanted something custom and reserve the incendium for flamers.
@NULLRAD: Wire a switch/lever to the "DISABLE_OUTPUT" Input and flick the switch/lever. This will stop them from supplying power output and thus stop them from electrocuting when damaged while the switch/lever is active. Don't forget to toggle them back on after repairing, otherwise your turrets may not shoot
@Generic Catgirl:
Fireaxe: 10 laceration damage with 25% chance to double it and a 25% chance to cause 10 bleeding damage.
Halligan: 20 blunt damage with 25% chance to cause 10 laceration damage.
@Mr. Orgasm: I don't like magically vanishing vent blades.
As for the engine and oil changes, those require lua as the backwards force seems to be undetectable with XML for some reason so I can't fix it.
Why for welding underwater you added concecratedweldingfuel, but not use incendium fuel with double consuption rat?. It's for balance or just you want it that way?
Oil: Oil is to be consumed when moving in ANY direction NOT only when moving to the right, this has to be added for sure! Check this error please.
Engine: Engine wear/deterioration and oil consumption to change smoothly without sudden jumps.
You can check this mod, author did some error fixings, performance and balance for smoother (not easier) gameplay. I'm only thinking about balancing things better.
Thank you for your contribution in community
Immersive Repairs Lua patch Fixed+Rebalanced
Since Batteries cannot be replaced, any of them affected by this error are permanently lost.