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报告翻译问题






I suppose this is expected behaviour, but it makes beacon missions not worth early game.
I've tested with vanilla submarine combat missions as well as DynamicEuropa pirates and outposts and found no issues.
The way it works is the game loads an event in the background that checks for enemy and outpost reactors, then deletes all fuel rods from them and places a special fuel rod into them, that provides 100% power output and doesn't drain. For the player it looks and acts like an empty fuel rod when interacted with.
So perhaps there was a slight switcheroo there.
I have made it work even while the numbers doesn't make sense, thanks anyway for your help, at least now I have a little more difficulty by the need to manage different types of rods and the need to switch them as if a thorium rod completyelly depletes, the power output drops considerably.
The only thing that I currently do not understand is how the new rod fuel efficiency works, per example, I have a reactor capable of providing 7200w with the upgrades (vanilla reactor with 4 rod slots), if I use 2 thorium rods, I get a max of 3400w (but 35+35=70%, so I expected to get 7200*0.7=5040w), then if I insert an additional uranium rod the reactor reaches 7000w (35+35+20=90%, 7200w*0.9=6480w)
So on first case I get less power than expected, on second case I get more power than expected...it doesn't make sense, why does adding a single uranium rod improve the performance so much? What is wrong about my calculations?
I only had Enhanced Reactors and this add-on active while testing and everything was working as intended both with and without lua installed.
I recommend fully reinstalling both mods via the mod menu ingame
Mods -> click RMB onto the mods -> View Details -> Top right corner click the circular arrow to reinstall it.
@Erhl'a: I've contacted the author to work on a solution.
@Starempire42: Probably not until the game devs fix events not always triggering... Once that's fixed, I can add an event that checks for beacon stations and adjust the reactors to only require one fuel rod.
With "More Level Content". This mod spawn living outposts, custom working beacons, pirates hidden bases e.t.s., on the level, not like station. And most of time buildings have "low voltage".
So far it hasn't broken anything. But I have a feeling there might be problems.
Maybe you should contact the author of the "More Level Content" mod and discuss possible solutions to compatibility issues?
Regarding the full fuel rods, they're of course not causing burn damage as they're not active and thus not hot, however I'll update the empty fuel rods as they also have some issues with exosuits.
Some outpost and other types of that from modds have lov voltage. Not all, but sometimes you can dock at an outpost where the reactor only has one rod.
If it's within your capabilities, it would be a nice change for the mod if the station reactors ignored this rule altogether, or were filled to a level sufficient to constantly consume power.
When fuel rod is full OR is empty, it's not produce burning damage, when you hold it in hands.
You can to load reactor or unload without using tongs. The exception is if you touch rods that have not yet been worked out.
How do bot submarines work with this mod? Are they completely dysfunctional and easy prey? Does this break the balance of submarine battles in PvE missions?
But as stated in the description, they last longer now and you're encouraged to craft the other fuel rod types as you need less of them, the more powerful they are.