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翻訳の問題を報告






Without changes like these, your Flak Cannon will essentially deal damage twice as the explosion effect seems to count as a second hit, and the shrapnel getting thrown into the mix causes even further weirdness, at which point the Flak Cannon has an absurd amount of DPS.
[10:46:31.992] [Error] Could not apply patch from file /vehicles/modularmech/modularmech.vehicle.patch in source: C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\942632292\contents.pak. Caused by: (JsonPatchException) Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "armorCosmeticOverrides" to remove
[10:46:32.006] [Info] Root: Loaded VehicleDatabase in 0.140551 seconds
the flak cannon, which is a starter weapon that fires 1 shot roughly every .8 seconds, is dealing upwards of 500 damage on a direct hit (which is how it is normally used in the base game) with the new downside being that the shot explodes at roughly midrange.
I believe the source of the overtuning to be the secondary effect: Direct hits generate secondary shots that deal ~35-45 damage each. the main bullet does 100, and the "Shrapnel" shots only add to that due to hitbox detection.
Please respond or post some sort of changelog.
1. could we get some longer leg parts? i understand they werent in the original XS Mechs but it would really come in handy when trying to make cool mechs
2. could we get a special set of boosters for the sigma mechs? because when you try to make a sigma mech the result is horrific without it
i found this
it crashes game if you try to mine same block twice
life dumped a big steaming puddle of rancid diarrhea onto me at the beginning of august
working 2 full time jobs to try to get caught up financially
i've barely had any time to even look at steam, let alone play/mod starbound -.-
(altho I did manage to make a 15th arm - a planet melting mining arm :D)
thanks for your understanding and support all <3