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Basically the Water Mod is needed for the Advanced Fermenter recipes. It doesn't affect anything else.
Did you already have it researched and built in your save?
Do you use the Repair Table at all?
Tigu clued me in on a bug with it, and I'm debating on whether or not to keep it in the mod as I personally never use it, and the things it repairs already have a substantial lifetime before breaking.
If not, that may be the issue, and that would be an oversight on my part for not making it a prerequisite like it is in OET.
Something has to be interfering with their ability to access one of the resources for it.
Quick question though, are the resources available to the colonists and not very far away? Sometimes that can hamper production and prevent them from performing the task.
Fix uploaded.
The primary purpose for it is to enable glass as a resource for crafting things, notably items stored in bottles. Since that's in OET and is meant to streamline into NET, I wanted to make sure that was consistent.
FWIW, the greenhouse also really comes in handy when you'd playing Sobrius or Alba.
Glass and Greenhouses is also now a required mod.
Unfortunately, at least for now, it is. That's stuck in my craw a bit as well, adding it to the list to see if if there's a way to prevent that. The tricky part is other manual crafting recipes retain resources at the bench or create an unfinished item with a progress bar attached to continue crafting where it left off. Since this doesn't, I'll have to find a way around that.
Glad you're enjoying the mod!
1) i couldnt place the AI research bench. it's hint was saying i didnt have AI cores but, at the time, had 4 and I could make them as well. Unless AI cores and CPU cores are different?
2) with the extraction, is it intended to need to run the full task each time? I kind of get it from a realistic point of view but was gonna suggest making it similar to workbenches/item creation/research where they can pause their progress to go sleep/eat/etc instead of loosing the progress. Not a huge issue i suppose but it kinda sucked to loose 5/6 hours progress because my character has a meltdown because he didnt stop to eat with 10 meals right next to him, destroying the extractor. Womp Womp lol
Again, great mod. Gonna use it a lot!
For the tools that are available to me now, OET's version of Compost, Synthetic Fertilizer, and NET's Rich Compost will all at least either decay slowly outside, or not at all. As far as making it more effective by increasing the boost to plants, I'd like to do that but I don't have the knowledge of how that works yet to take a whack at getting it working.
Once that's fixed, I'm going to introduce a new resource "rich compost" for the Advanced Composter to produce, and then make Irrigation & Compost a prereq for both NET and OET.
Repair kits have been banished to the netherworld. Fixed the recipes and removed the lock requirement some had still tied to the them.
Also the defense / fence thingy ;)
(copy paste from Old Earth Tech)
You will have to deconstruct existing containers and rebuild them from scratch for the proper access range to function.
Are you running any other mods that alter the soldering table?
I'm doing another play-through and nearing the ability to craft them. I'll see if I can replicate that.