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报告翻译问题
@the goofinator: I kept each change in a separate commit on Github, so if you'd like to merge in any/all of the changes back upstream into yours here that's totally fine by me!
cant work
Is the mod multiplayer unfriendly?
it took quite a while to figure out but this has been fixed (all bots will now join the crew)
my friend started cloning the outpost security agents to make them crew members but when we start a mission, they despawn, and even for our dead crew members, at the end of a mission the clones disappear
<Effect minstrength="0" maxstrength="99"
strengthchange="0.02">
</Effect>
<Effect minstrength="99" maxstrength="100"
strengthchange="1">
<StatusEffect target="Character" disabledeltatime="true">
<ReduceAffliction type="specialcloneinjury" amount="99999"/>
<ReduceAffliction type="cloneunique" amount="99999"/>
<ReduceAffliction type="cloneinjury" amount="99999"/>
<ReduceAffliction type="cloneweakness" amount="99999"/>
<ReduceAffliction type="randomcloneinjury" amount="99999"/>
</StatusEffect>
</Effect>
instead of an hour-long delay in a statuseffect within the strange reagent affliction, i feel a better method is to simply have the max strength of the affliction itself (and the maxstrength of the <Effect />) be the delay (3600). a strengthchange of -1 in the effect would mean it loses 1 strength every second, and this also means the affliction's 'delay' persists between level changes, so that you're not just sitting in a station for an hour between a round so you can be cloned again without your reagent resetting when you get respawned, so you can instead hit the road and be ready to clone whenever the strange reagent finishes metabolizing. you can then have the statuseffect to reduce cloning defects only trigger if <Conditional strangereagent="lte 1" /> or so. this also lets you track how close you are to being able to clone again
I don't know how in the hell that does it, but that's it.
well, that or "Don't open debug console on errors," but I have my doubts.