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This update corrects the behavior of the force-normalization feature. When the toggle is turned off, replicated items will now retain the same quality they had when originally fed into the machine, rather than being automatically normalized.
One thing I don’t understand is the option in the menu that forces item quality to normal. I experimented with it a bit — sometimes turning it on, sometimes off — but the quality of the items that were replicated was always normal for me, no matter how I set this option, whether enabled or disabled. The quality of the items I fed into it didn’t matter either; the end result was always an item with normal quality.
Is there any way to make the replicated item inherit the quality of the item that was fed in? For example, if I feed an item with legendary quality, is there a way for the duplicate to also be legendary?
Added a Remove Learned Item button — now you can manually delete items the Replicator has memorized. Perfect for keeping that pattern list tidy.
Fixed a long-standing issue where certain items weren’t registering or removing properly.
Added full compatibility with WallStuff V2 — your walls and replicators can now coexist peacefully without any resource weirdness.
The pattern file where all the tracking data is stored can get really large in long games.
I’ll look into finding a better way to handle or compress it in the meantime, and hopefully get an improved system in a future update, That way it can store more variety of items
Whenever, i try to feed Xenogerm that has genes
The copied Xenogerm became blank
Is this intended or a bug?
In the meantime, I will search workaround method to do it
Appreciate the cool work you have been doing
I accidentally feeded Xenogerm to it and it made my bills very full and constricted
If you’re willing to install HugsLib, launch the game and press Ctrl + F12.
That will generate a link you can post here — I can use it to see all your mods and help figure out what’s causing the issue so we can fix it.
Restored settings that were accidentally removed in the last build.
Added a Power Debt Slider – control exactly how much power the replicator pulls in debt mode.
Added an Auto Mode – replicator only pulls from excess grid power. (This took way too long to get working… almost scrapped it.)
New toggle: ARKtech Mode – unleash full chaos by making the replicator produce anything It knows infinitely. Yes, it’s broken. Yes, it’s intentional.
This update is mostly about giving you back control and letting you decide how wild (or balanced) you want your replicators to run.
https://github.com/Dr-Ake/Replicator-Old.git
I am not sure if it maybe a mod conflict or something but I have this mod active but can not find it anywhere as for some reason it is not appearing in production or any tab as far as far as I can tell
That said, I get that not everyone wants to build a giant battery farm just to keep their Replicator running. Maintaining the old internal capacitor system was a nightmare, but I think I can offer a middle ground: an external capacitor. It would act as a dedicated unit specifically for the Replicator, similar to the internal one it used to have, and store a large reserve of energy just for it.
Right now, rarer items pull more power from the capacitor. I’m keeping that rarity-based power scaling, but I’m removing the capacitor system itself. Instead, the Replicator will always create the item instantly, no matter how much power you have on the grid.
If your grid can’t cover the cost at the moment, the Replicator will immediately shut down and enter a cooldown while it “pays back” the amount of power it should have used.
This way you get the best of both worlds:
Instant item creation (sci-fi replicator feel)
Balanced gameplay (your grid still has to cover the bill afterward)
After squashing bugs, patching broken code, and wrestling with endless headaches, I’ve decided it’s time for a full overhaul of the power system.
What’s changing:
- The capacitor system is gone. It was meant for balance but caused too many disconnects and issues.
- Now, machines will pull excess power directly from the grid.
- If there isn’t enough juice available, the machine will pause until power returns.
This new approach should make things simpler, cleaner, and far more stable going forward.
Any new replicator built after another will automatically inherit all the patterns the earlier one knows.
If you prefer the old way, you can turn this off under Advanced → Share all patterns between replicators (yeah, I know, that’s a mouthful of a setting name). With it off, new replicators won’t sync knowledge automatically.
Smarter by default, customizable if you want!
• Fixed a nasty error where the replicator would endlessly iterate through colonists if certain mods changed sub-colonist types too far from the originals. This could result in an infinite loop under heavy mod lists.
• The fix should stop that infinite iteration problem, but I’ll be honest — I don’t have a way to properly stress-test it. My personal setup tops out around 20 mods, while most of these errors were reported by players running several hundred mods or massive colonies.
• If you’re still seeing issues, please upload your error logs! Every log helps me track down what’s actually happening and keep improving the patch.
• For now, this update is me trying to plug the leak with duct tape — hopefully it holds. Thanks for your patience while I keep throwing fixes at the wall and seeing what sticks.
This is an optimization-focused update to improve game performance and stability.
Improved Caching: I have implemented new caching systems to prevent the game from re-calculating the same information, which reduces performance overhead.
Work Efficiency: The work assignment system has been optimized to reduce redundant checks, leading to a smoother gameplay experience.
I’m still working on recipe sharing. Current ideas:
Recipe Chip you craft, slot, and recover if destroyed.
Link Wire network to sync recipes between machines.
Or a hybrid system with both.
Feedback is appreciated—thanks for spotting bugs and helping refine things!
Removing your mod helped loading time and I no longer have theses freezes.
I moved a few UI elements around so nothing gets pushed off-screen anymore. Added the ability to control some of the power with a maximum range, and in the advanced settings you can now toggle on an option to set priorities for using the replicator.