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报告翻译问题






@RealLifeHobgoblin
We have fixed a bug where Unnatural Darkness sometimes failed to end.
will fix the shuttle issues as soon as possible.
If this is the case, are there plans to introduce mod configurations?
后面会加个功能给主脑打电话叫个机械族飞船把地图里的机器人接走(
The challenge of Anomaly was always about keeping the monsters alive and all the tension that comes with that. Butchering 50 Gorehulks to finish a research isn't exactly in line with that design.
I know mods are what you make of them, self restriction is key, but just a thought.
We are developing a new Anomaly ritual that summons a Void Monolith to the map where the ritual is performed, in order to address this multi-colony issue.
Love the mod.
Just a tiny upgrade you could do to the monolith spawn logic is to check if there is not already a monolith on the map, as I use a mod that allows me to move the monolith on my ship.
A small question: Is it normal that the monolith might damage the gravship when spawning? I landed and the monolith spawned close to my hull and destroyed some of it, and one of my (expensive) turret XD
We'll now start working on compatibility patches and updates for VGE.
But before that, I need to run a fresh playthrough myself to spot any issues. The compatibility updates will be rolled out ASAP!
Part 1 is currently still under Steam review. try posting it in the “Discussion” section?
@Black Dog
Perhaps could use Void Provocation, which triggers in the same way as vanilla Obelisk.
@Alaska
Alright, we'll take a look and get it fixed.
@egg
I'll discuss this with our program.
@Necirays
Crafting a Golden Canary actually consumes a significant amount of materials—it costs one Grav Core. You know how troublesome it is to obtain that stuff. Plus, the Golden Canary easily forms bonds with colonists, and it inevitably dies, which is also a form of punishment.
I just have one comment tho. The whole idea of using Anomaly mechanics is they are powerful yet have downsides to them, because it's dark energy. Your additions don't seem to have any bad side effects whatsoever, do you plan on adding them ? (would be cool to have pawns still getting obsessed with the Gold Canary/mental breakdowns if it dies for example)
Somehow it happend once in my colony, but due to a reload to avoid colony wipe it never did again
LunarFramework.Internal.Patches.Patch_Verse_StaticConstructorOnStartupUtility:CallAll_Postfix ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
LunarFramework.Patching.PatchGroup:CheckForConflicts (string,System.Action`2<System.Reflection.MethodBase, HarmonyLib.Patch>)
LunarFramework.Patching.PatchGroup:CheckForConflicts (System.Action`2<System.Reflection.MethodBase, HarmonyLib.Patch>)
LunarFramework.Patching.PatchGroup:CheckForConflicts (LunarFramework.Logging.LogContext)
MapPreview.MapPreviewAPI:Init ()
LunarFramework.Bootstrap.Entrypoint:InitComponent (LunarFramework.Bootstrap.LunarComponent)
LunarFramework.Bootstrap.Entrypoint:OnPlayDataLoadFinished ()
Yes, that's the current situation. We'll figure out a way to retain your ground base later.
First, if your ground colony is the main base and the monolith is already on that map, it cannot follow the ship into space.
In short, activating the monolith within the Hive Mind's map triggers the void engine.
As long as the monolith doesn't exist on any map, it will appear in the newly generated one.
I don't know how to turn it into an void engine