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So I’m assuming what’s happening is the vanilla values are displaying as "normal" even though they shouldn't (the bug that’s been plaguing me).
Then build info looks at the item to tell you what it’s actually doing.
So this is technically displaying correct, it’s just using the vanilla description text instead of the text I set lol! So it’s the same bug and build vision being messy. Build vision uses the correct values because it looks at the values not the item description. =)
Meal Pack (Steak Dinner)
Fill Value: 100%
Build time: 1m 6s
Requires:
1x : Boiled Veg
1x : Low Grade Meat
1x : Apple (Malus sylvestris)
5x : Herbs (Origanum majorana)
5x : Mushrooms
Result item: Meal Pack (Steak Dinner)
Consumable: +46.8% Food over 20s
Mod: CAT - Much Foods v2.05
Modid: Steam:3570895766
I am currently experimenting with the mod locally to add the 3D growth stages of the new plants, but I didn't change anything that can cause this.
@Orion Both!! Ok I’m impressed lol. Assuming this is in the item description in player inventory and maybe the food processor? I was aware of a bug with the vanilla values refusing to be overridden, how it ends up displaying 2 descriptions at the same time is mind blowing tho. Dose it persist if you completely close SE then reload? That should fix other mods interfering at least in my testing, that can happen right now.. yay! Keen did something funky with item descriptions and language files. But I am working on finding a fix when I can, tho it probably won’t come fast. Thanks for letting me know :)
Unknown signals contain far more loot now in there construction, than in previous patches (large thrusters, lots of panels and plats and event controllers and…). So I honestly would not be surprised if Keen nerfed them in the next update along with the loot tables all over. You don’t even need to mine cobalt now, in this latest patch :P
But that aside, other than unknown signals and animal NPCs, I don’t think I poked any other loot tables. You will find ‘additional’ items available for trade or in acquisition quests however, alongside what is normally there. So trade is more or less the same with extras. I did not go to deep into trade since people suspect it may get a face lift in 1-2 patches time. Or at least they’re hoping for that. :3
My main request is that people keep free content free.
I have no issues with people making mods of mods since I make mods of games ;)
But please be sure to use a different thumbnail image to avoid user confusion if you do so.
As to translations, these are also fine.
If it is strictly ‘only a translation’, then editing the thumbnail to add the words “translation” along with the relevant language, is acceptable if clear. As this is then very clear to the users, what the mod is. I think it’s a reasonable request for the sake of user clarity. =D
If you want to add non-language tweaks to a translation, then I’d suggest doing that separately as it gives you and others more flexibility ;)
Translations typically use translation files and references. As I started the original Much Foods v1 years ago before I understood the system, this mod simple doesn’t use that.
If you are planning to use language files in this way, then I will also consider converting to that system making life easier. Although I lack time at this end of the year.
However you do it is fine though, language files simply just mean less updating.
With translations in mind, I will try to remember to keep the change log up to date and more informative from now on.
For what it’s worth, I will be adding vanilla items back in for the next patch as I added them in the apex.advanced compatibility version, thus why it’s one version ahead right now. We are waiting on the fact I just need a break before I test the changes lol!
So, good luck with it =)
I hope you don't mind, although I would prefer if you personally set the language switching parameters for the user.
I could also assist you with translating some mods, as I believe many would be willing to help.
Again, great mod!
Earthlike animals in my testing drop wolf and spider loot as that’s what they dropped before. If not try changing the load order.
Also thanks for the meat balance input, I’ll keep it in mind.
@Kill with Fire No bushes were removed I do not touch planet files. So likely bad RNG if you’re not seeing any, or some other mod. Bushes can drop extra items now, this is done by adjusting the loot table.
@Hyligan I think I see what you’re suggesting, but I think it would be a little too easy to bypass the radiation mechanics completely to have protection on the starter item. I was pondering it for the drinks, but decided to hold back for now.
Is it possible to add different 3D models/growth animations for the new plants? It will look cool!
Also, the scientific names are nice but takes up the whole GUI text box. Overlaps with other texts.
Additionally, compatibility with the "Earth like Animal" mod will be fantastic!
I think cloning 1kg of meat should require more materials aside the algae/kelp. I mean its like free meat against a few min spent, and few watts of power. Can the organics help to grow the clones!?
Thank you.
<Stat Name="Food" Value="0.0025" Time="10"/><!-- +2.5% 10s -->
<Stat Name="Radiation" Value="-0.0032" Time="300"/><!-- -96% 300s=5m -->
<PhysicalItem xsi:type="MyObjectBuilder_ConsumableItemDefinition">
<Id>
<TypeId>ConsumableItem</TypeId>
<SubtypeId>MealPack_KelpCrisp</SubtypeId>
</Id>
<DisplayName>DisplayName_Meal_KelpCrisp</DisplayName>
<Description>
Паёк из водорослей – называйте как хотите, это все равно переработанные водоросли.
Самый базовый набор продуктов для выживания.
Ваш набор для выживания запрограммирован на автоматическое добавление горького вкуса и йода, с зернистой текстурой, чтобы отпугнуть переедание в стрессовой ситуации.
</Description>
<Stats>
<Stat Name="Health" Value ="0.004" Time="2.5"/>
<Stat Name="Food" Value="0.0025" Time="10"/>
<Stat Name="Radiation" Value="-0.0032" Time="300"/>
</Stats>
</PhysicalItem>
But here is the good news regarding compatibility: Both the game and APEX.Advanced! are super forgiving! The system simply ignores any status values it does not recognize.
This makes balancing your items much easier, as you only need to enter the stats you want to change. You don't have to worry about unknown values.
Check out the supported status effects you can use here:
APEX.Advanced! Status Effect Guide
Good luck!
If any mod changes unknown signals then this mod needs priority over that mod, else DNA may not appear in the unknown signal loot tables. Top of mods list has priority in single play games. ;)
Apex Advanced: I’m looking into it. My biggest concerns are balance compatibility. May have to ask permissions, will see =)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3570977190
While drinks don't offer that much, I intend to add all sorts of things in mind for 'roleplay'. As let’s face it, in SE ‘just build more’ solves most problems. Thus for end game I focused food for more about ‘what you want to eat’, rather than a struggle to do so. Thus why we even have pet food ;) So I will most likely be adding more between other things I have going on.
=)
I have to add a small patch for every farm plot mod separately. So feel free to link me to others and ill fit them in when I can.
Meat is intentionally harder to find as it requires 2 matching DNA, this adds a step of progression to the game and reward with better healing stats. In my testing you should be able to get a few types of fruit/veg reasonably soon. That can normally cook into something. Ether way, algae + survival kit is something to fall back on. I can get you might want to find a nice place to set up, I do the same =) If you feel you need a little more time to get going, you can always start with hunger disabled or food set to a slower drain speed. You can change the game settings at any time. =)
I did not dig deep into the Earth-like animals code, but from memory they copy the wolf/spider loot table, I could be wrong tho.
What do I do with organic? Is that just a joke for poop?
Otherwise, this mod is pretty fun!