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非常感谢你指出这个问题。因为你的反馈,我发现了这个 Bug,并已经进行了修复
我会在不久后发布更新。
Hello, esteemed author. After setting the attack range of the nanite turrets, it resets every time I restart the game. The value is still set correctly in the mod settings, but the turrets' attack range reverts to its initial state in the actual save file. Only by re-entering the value and reloading the save file does it take effect. Have you encountered such an issue?
@Lucius glad it solved, steam usually takes some time to update workshop mods
@Corrin von Drachenor thanks for the compliment. I have an idea to do a balanced version of Nanotech in the future, so this one will remain OP focused as it currently is
@bryanfran42 NanoSerum is an implant focused on giving global boosts like workspeed and move speed while NanoAura is a piece of clothe (with its own separate slot so it doesnt take away other apparel's places) with boosts focused on specific work like butchering, tailoring, cooking, medical quality etc
Turrets aren't map wide so I don't need to worry about my colonists getting wiped, lots of ways to tailor things to my liking, plenty of tools to make my desired run better.
Only thing I could really ask for seeing it all in game is just a mod option to disable nanobots as a crafting resource (as in, not for tools).
Beyond that, this is great.
Anyways, I'm pushing a new update now that makes basically any apparel, weapon and items from the VOID craftable. Hope you like.
I think more radius gives red pop-ups in the debug log, that's why I didn't set it to like 999
@PapaPayana I think I do have the account but don't use it for anything, why?
@marcismyname that maybe possible to make but would require a custom function just for it, would be easier for you to just freeze them normally or something
@Zankas Yeah, that shouldn't be happening, it's set to target only bad hediffs like diseases. It's certainly doable and I'll change it when I have more time.
Also, about the time/effort it takes, depends on the idea, something like this is like adding 3 or 4 lines of code, but something greater could take up an entire afternoon coding and debugging.
All I do is nuke the modlist and re add it again
Hope it help
I mean, bad for you guys and your saves but good so I can track down the issue... was there any other mod you were using and can you try deleting the bench without opening iit and then rebuilding to see if the new bench crashes the game causing the same error? I wanna test if it's a problem with loading old stuff.
But as far as I tested, at least they won't spawn in siege raids (I hope).
I'll try changing the market value like I did with other stuff and see if it works.
it's very frustrating because look here at a part of the code:
<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance>
there's already two parts of the mortar that specifically says "it shouldn't spawn!" and also the market value of each mortar is very high specifically to target this problem... and it still spawns
but I still have some ideas to test here...
thanks for bringing this up
@Ros[É] bruh, really? man... I've put like 3 guidelines in the code so to not let this happen and it's still happening... I'll see what I can do.