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I'm planning to simplify and streamline methods within EcoTech. Probably will keep the Terravat, the evolving trees, and the upcoming lithic system, them remove the others (such as the Biosynth vat) in favor of something more vanilla friendly.
The Periheart content should be working again now too.
I'm also working on making things more understandable and simpler.
The Primas line seem simple enough but post getting that up and running I'm just left going "How does this work/what does this do?".
I dunno if it needs to be more 'vanillia friendly' or not but I'm looking at the pieces and just can't figure out how they fit together is my own take away with it. I'll still probably use this for tribal runs or the like. Hmmm, take this into Medeival Overhaul could be funny.
The goal was to make the mod more engaging, but its starting to sound like the total opposite
I like the idea but just trying to manging/unlock stuff feels akward to me. I think I might just focus on Prima weapons since they seem the most straight forward.
@MerlicCross the terraforge grants a research bonus. Same with the terravats. Ideally you make some rooms that can have clusters of these present, so you can get a solid bonus.
First raid came. Raider walked right past my turrets and none of them targetted them. Then, mechanoids. Also completely ignored by the turrets.
Do the basic turrets not function unless some secondary requirement is met? They rotate, so they look active, and their lifeforce fuel is depleting even though they don't do anything.
@Prime Minister Panda I'll check everything you reported. Seems the Biosynth vat is having a conflict in coding due to growth, so I'll fix that asap.
They should all be fixed now, and the seeds can be found in their right places - crucible in a crafting spot, prismite well in the crucible, and the biosynth vat in the terraforge.
It does look like the Biosynth seed wasn't properly implemented in crafting though, which is my fault. I'll fix this tonight when I get home; for now, I'd just suggest you spawn it in.
It's a bit of a learning curve, and I'm aware it's not very straightforward, but I'm going to add in-game tutorials when I can.
(Btw I saw you posted yesterday, and I accidentally deleted it on the app without seeing your name first. I am so sorry!)
@BaguetteMan the only enemies that should spawn with these weapons are raiders from the Terratech Curator faction, if you get on their bad side. Otherwise, no.
Though since you mentioned it, perhaps looking into the Baol (which I haven't done) might result in some neat additions too.
Not everything will make it to mod, but it does help Dev.
Being able to use terratech while being Industrial, Spacer, Ultratech, etc. will eventually be a thing, with it's own unique approach and features, as to allow the mod to still be usable. However, at the moment the mod is being designed - lorewise and balance-wise - for tribal-medieval colonies and playthroughs. they don't get near as much love and options as higher-tech colonies do.
Higher techs benefiting and having their own unique experience is planned and eventually will happen, but it's a much further plan since it would be an entirely unique 'approach' they can take. After all... the planet isn't going to just hand terratech over to them. It's going to have to be brute forced.