安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Thank you for the consideration, and again nice work on this cool mod.
Great! It was a perfect SIM speed friendly LCD alternative. Every server should use it!
@racso
I normally play without jetpack on planets. I will check that when I got some time to... but its made for hardcore.
@aR_HellSoldier
Hold N - check list below your health/o2/h2
Every item is listed if it counts for the reduced effect.
It'd be amazing if the tool tip on the item could be updated with the negative status effect info
Holding N didn't tell me about the diminishing returns either.
Thanks ^_^
Thank you for accepting my feedback and considering a future related improvement to the mod.
I really appreciate that the mod intends to add challenge to the game. However, excessive difficulty results in game imbalance and ruins fun.
Have you tested this mod in a new game with all World Settings (including inventory sizes) set to realistic values? With these settings it takes a considerable amount of time to build your first base, which becomes excessively difficult with the default settings of this mod. I also play with other mods that add realism/challenge, including one that causes the jet pack to quickly use hydrogen.
Furthermore, the game includes a few resources for the player at game start to help balance difficulty, and which is also immersive. Thus it would be sensible for this mod to include options to add a small amount of water at game start, and a way to quickly access the hydrogen/oxygen that is already stored in the starter rover.
Just about done a rework of MahInds Info LCDs (No Pb) mod. Once its complete, im going to make a version thats compatible with your apex advanced mod too!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3580736330
Ill get the feedback you left here worked in too: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3267099357/6171701314138350883/
You are right, this mod is intentionally unfriendly by design to new games. It should be hard to get started with max settings (fast food consumption).
The "black screen while sleeping" is an interesting idea - I never actually thought about making the screen black while you're sleeping! That could certainly come in a future update.
@aR_HellSoldier
Please read the manual. You need to check if the food counts as tracked food. If it does, every subsequent use is subject to diminishing returns (first use is 100%, second is 50%, third is 33%, and so on). Only kids are able to eat pasta every day without penalties!
I'm pretty sure the Algae packets are bugged. I've consumed 8 of them in the last 10 minutes and my food bar hasn't gone above 20%.
- This mod is very unfriendly to new games. The player should be given enough starting food, water, and usable oxygen/hydrogen resources at respawn to allow them to survive until they’re able to establish an initial base. Likewise, the player should have a way to sleep/rest at the start of the game.
(Note: The current oxygen/hydrogen tanks in the new starter rover are not accessible due to the Survival Kit nerf made by this mod.)
- As a new player it wasn’t clear how to obtain water in this mod. It seems that this mod assumes the player is familiar with the previous EDSR mod.
- When I used a bed for this first time, I thought that the sleep mechanic was broken because the screen did not turn dark. I then realized that sleep recovery was indeed working but there simply isn’t a mechanism to turn the screen dark. This ruined the immersion that this mod is trying to strive for.
Thank you for your feedback! I was able to reproduce and fix the issue.
The bug I mentioned below about not dying is valid though.
Nice job with this mod. I wish you well as you continue to refine it for bug fixes and stability. I plan to try it out again eventually.
Weird issue, which other mods do you use?
Is there something I can do inside or outside the game to fix this?
I had to manually respawn. Playing single-player.
It's technically possible, but I have no clue if there will be any side effects. I actually combined three different HUDs into one configuration (which involved a lot of code), so unfortunately, that feature is not on my to-do list. Sorry about that.
@Murder; The Medic
The best approach would be to add the mods step by step and check if the game still works. You can check for errors using Alt+F11.
I play the scrapyard survival on pertam from splitsie with a ton of other factions I was able to get working. (Btw, have any suggestions for any pirate/salvage NPC factions that would play well in the splitsie world? I found one that supposed to have enemy rovers spawn but it broke my game when I added it. Then, stupid me I changed the load order haphazardly and lost another couple few saves.
The next update will take a little time - it will probably arrive near the end of the week. However, it will include a highly anticipated feature: the "SurvivalControl" setting in the server config. This will allow everyone to set their own personal level of survival difficulty, ranging from 0 to 2 (currently planned). Level 2 will include a full HUD with all stats visible.
Check if farms have stockpile on (sadly off by default....) and tank stockpile off
@shumbalion
Maybe - I have to use a script to fully adjust these textes.... Tooltips are horrible!
But I explained a mechanic to use them correct (see Manual)
Language files persist even into new un-modded games, until a full game restart. Perhaps this is also behind the reason why it refuses to let me make tweaks in the language files for the compatibility patch?
It is just N now (default)
and HOLD to open
Everything changeable ;)
If you want to change or add custom texts, simply grab Visual Studio and open the .resx files.
With that script, you can use the texts exactly like Keen does and just add them to your localization file.
I am having issues with the language files however, mostly since I don't understand how they work to well and I think you use a script with it anyways.
So a broken test version for MuchFoods is up. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3584378877
You might want to add CTRL+N in the manual to help non-German users ;)
Also check your language files here:
Item_MealPack_FruitPastry_Extra_Tooltip
Item_Vegetables_Tooltip
Bug is fixed, thank you!
@SilverBoots98
The mod uses the vanilla food mechanic, which must be enabled in your world settings (along with oxygen and pressurization)
at APEX.Advanced.Server.APEX_Advanced_Server.OnPlayerDisconnected(Int64 identityId)
at Sandbox.Game.SingleKeyPlayerEvent.Invoke(Int64 playerId)
>> click! <<
The system will only stop if the player's character is offline AND secured in a cryo chamber. Otherwise, the decay continues.
Does this mean sleeping/logging off for 1hr will always kill you now?
The Critical Regeneration Bug on dedicated servers (where regeneration stopped after character death) is now fixed! I had to rewrite the logic, but testing confirms it's stable. Minor fixes for Composter and Block Groups are also included.
Please keep posting any issues until the mod is "Rock Solid"! Happy testing!
There is 'Interstellar Beer' but no vodka sry ^^
@TheRanker
Found a bug with dedicated servers.... fix in the pipe
It'd take you 5 minutes to grab the file and upload it for them to debug...
It could take a while to get up from drowsy, use the tooltip mouseover to see the values.
If you want, join my discord and we could talk about that.