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






so the hacker connects to the proxy and this gives hacker powers to the proxy but this opens the proxy up for getting hacked and hit by the firewall
There is one change/addition I'd like to see:
When hacking starts, it extracts "normal" cyberdata first, would be nice if it defaults to the best available, so first advanced cyberdata (if researched), then cyberdata.
Automated switching would be nice too. Not that important, but a nice addition to reduce micromanaging the pawns :)
Please redownload the mod and let me know if it persists. It should be fixed with the latest hotfix
I'm seeing data rip on my own mechs. Is that working as intended?
Should be fixed after you update now
Not sure what others think but thinking it might be handy to have cyberdata auto forbid when it drops? I don't like my haulers traipsing out into the middle of a dormant mech cluster to pick up the goodies while Im still hacking, would rather pick them up when I was done.
but can you make it so the "mark for data ripping" gizmo doesn't appear on your own devices and mechs?
especially as the gizmo doesn't stack, but instead there's one gizmo for every selected thing, resulting in, well, a lot of them when working with large mechanoid armies
alright, the new cyberadata gathering method is nice, especially since it pairs amazingly with the cyberpod. the only thing i could ask for left on that note is to give the cyberpod a gizmo to allow it to mark stuff for datarpping, that way we dont need to micro as much
10/10 update
Don’t worry if you see a red error on start up. It should be a one timer.
Let me know what you think of the changes!
this mod im pretty sure adds an implant to insulate against emp's
I noticed 3 things that would be nice to be added/changed in future updates:
EMP resistance module: I installed the basic link in one of my colonists and every time an EMP hit, she went down immediately. There needs to be an upgrade for EMP shielding.
Implant removal: I wanted to fix the problem above, but removal is not possible.
Hackable stuff: If the RNG god does not like you (like in my game), you barely find enough hackable items. Would be nice to see a bit more. Especially for advanced cyberdata :)