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报告翻译问题






`Quality Bionics Remastered`: Works well. Implants from `Bionic modularity` won't have quality.
`New Limbs Needs Training`: Works well. Since `NLNT` only affects limbs, so that modules installed on limbs will also be affected. They will take times to get fully efficency, which seems have no impact on gameplay. Modules installed on non-limbs like jaws or brain will not be affected, they get 100% efficiency directly.
Hope they could be confirmed in compabiltiy list.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3223443793 ]
This mod looks amazing.
BUT! Is it compatible with Prosthetics No Missing Bodyparts?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3592629950
https://github.com/MrLored/ObsidiaExpansion/wiki/Artificial-body-parts
As for Kraltech, I saw the xml and yeah, they use the added part parent, but they still seemingly work like implants somehow. At least that's what's happening on my end, idk, that mod scares me, so for now I'm just gonna touch it.
(btw, ambitions of the cosmic should get support today, gonna be testing the patch, but it seems that the only difference between the defNames of the different tiers are the "Gen(number)" postfix, so I got to patch all tiers in one go, including the gen4 ones from that addon)
But it's still ok on my side. Take your time, I can wait
Btw. Why some "OP" modules like resurrector doesn't take serum in recipe are they too weak or what?
You don't gotta download any patches or anything, they're included in the mod and they do their thing if the mod that they're for is active.
@Excel.exe
It's a joke, no worries xd
[Mostly done in case someone is just running vanilla, some body parts don't have bionic replacements]
Tho, it's possible that the item's description doesn't mention that when it should, so imma have to correct them.
Imo, it makes sense to add a new bench if it's used to add some kind of "cost of entry" [energy cost of keeping it powered, resource cost of bulding it etc.] for some kinda new technology that you don't want the player to be able to access right away OR if none of the vanilla crafting stations fit thematically.
The fabrication bench is already basically the spacer-level bionic/implant crafting station in vanilla.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2897859020&searchtext=%E6%A8%A1%E5%9D%97%E5%8C%96%E4%BB%BF%E7%94%9F%E4%BD%93
I was curious about one design choice: since there are so many unique modules, why did you decide to use the vanilla Fabrication Bench as the crafting station, rather than making a brand-new specialized workstation (like a modular editor or assembly bench)? I’m just wondering if this was a matter of balance, simplicity, or another reason behind it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3337372073&searchtext=astraltech+bionic+implants
I've had a pawn spawn in a raid with a venom fangs module but is otherwise completely natural, I'm not sure if this is a bug considering the description implies it needs to be installed on an artificial part?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3592357953