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报告翻译问题






For me glittercore x4 says 60 plasteel
for Plasteel x96 it says...
Nvm, though for x96 Plasteel you still need 8 philosopher stones, but I kept checking glitterstone prices, 6 Philosopher stones need just 1 glittercore, which needs 15 plasteel, so my bad
Seems like you get for 60 plasteel input 288 output. Sorry for my math, oops.
Thanks for clarifying that I used the wrong receipt ^^
It's actually quite fun thus far, but it hasn't stopped yet and I'm getting worried.
You don't need 8 glitter cores. You need 2. These cost 30 plasteel.
With those, you can make 12 philosopher stones.
With those, you can make 96 plasteel and still have 4 philosopher stones left.
Theoretically, those are another 48 plasteel.
Long story short: for 30, you get 144.
I saw that you need Philosopher stones to transmute steel into Plasteel, and you get 96 Plasteel, but to do the transmution, you need 8 glitterworld hearts, which need 120 plasteel? So by transmuting Plasteel you are just destroying destroying wealth for no gain? Or am I missing something
I never did it, how can I help you ?
"Common sense - bugs with "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option and glittertech fabricator"
Shouldn't Glitterheart be rare? I haven't even managed to discover 1 of your technologies yet, and I already have 8 of them.
What's a valid host for the Orbital Targeter? Can it be a slave? I see that a Ghoul cannot be used and I don't see how a prisoner can be used either.
How are they used??
How very Soviet Russia of you.
Instead not only is it extremely expensive for what it is, it can't even be used as an alternative for cloth since you NEED cloth to make it!
Synthread can be acquired from traders to build the panel and bootstrap your production, this seems to be the intended method
I downloaded this mod with my 1.5 save for a way to make healer mech serum for another mod that has recipes that need it, but after playing with it quite a bit, I started getting suspicious why none of the recipes or research were present, or got no debris, then finally peeked in the mod files :/
still a pretty neat mod, don't get me wrong, but this would've been nice to know in advance
here is the link provided : https://gist.github.com/HugsLibRecordKeeper/ace44b1e93def2096247d6d9eabd0cde
I captured this just after a colonist finished overclocking a laser sniper rifle (from vanilla expanded weapon - laser mod) : the weapon disappeared
I did try with a standard charge rifle > the process of overclocking was done, the weapon didn't disappear but also didn't get overclocked
+ one more thing I noticed, the solar flare bank doesn't seem to work. I built one outside, it is powered, has "fuel" but when I got a solar flare, it did nothing
thanks
From mod desc:
While reporting a bug, please always use HugsLib (or just provide your mod list) and always check your mod load order. I can't help without it. Thank you.
Exception ticking USH_GlittertechFabricator668687 (at (155, 0, 124)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 17C96BE9] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
this and a couple other errors wont stop and the rendering is making everything look neon and weird??