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It doesnt make sense to have my startup mod as a default but rather an addition; I finally figured out I cant do that ...3 nites on this and I am done... it will be an addition in custom worlds I guess. I could add it as default but its more items to make the start easier.
Maybe I will just to give a player the option I dont know. Some players wont want to go into custom so I may as well have that option.
So a Custom start Mod and a Default Mod is pretty much ready after a lot of riggamorow ... I now have to work on the loading schemes for default and custom...they will have to be separate mods as some worlds lose their lander in place of mine. I will just add the default world lander to the custom mod and have to go thru each world or maybe I will just add what I need to my lander which will duplicate startup materials in the worlds not affected.
RP wise one can just have the materials as a backup to see how far they can go without dipping into the candy first ! Me I aint up for that anymore ... my space company gave me tons of materials for this naut ! After 300 hours of simming this and not even automating anything yet I need to progress.
I am going to work on my startup mod and keep it separate from my resource mod ... I thought I was going to combine them.
There is also a Content bug that causes the landers to fail but gives no errors which was giving me problems.
That all solved I am taking a day off pretty much and working on this thing today !
So from what I gather only Vulcan and Venus at the outset start with only my default lander which is fine ... I happened to have ended up with 3 empty crates ... I am hoping I can fill them up with the necessary materials ... I am doing that today ...
Again basically I am making an easy start lander for default ... unfortunately the sim will have 2 landers on the other worlds.
The problem I think is that the startconditions file does not override the vanilla file ... only add to it.
The other thing I had to do was to add the basic suit to the startup otherwise on Vulcan and Venus the naut spawns nekked as a jay bird. There I figured outfit him with the basic suit in all cases as better suits can be fabricated ... YAY no MK2 stuff in the startups now ! I forgot tools melt !
It was not really my intention to do a startup mod but then I figured why not ... I also didnt know it was going to be abit messy to make but hey ... they added Vulcan and Venus I think after the initial game so I deal with the change. Thanks for the tips. It will be fun and I am streaming on twitch my excitement to play this sim again and maybe get to making controllers which I havnt done in 300 hours of this sim yet.
I dont know if I can relegate resource availability to the planets but that is important and I will look at that after I get some sort of resource mod made.
So the fact is more obvious here in Staitoneers is that resources are finite. You have enough to build but the buildings will degrade over time I dont think this sim has that functionality...it should.
When mining for iron there is always sulphur in the iron and that needs to be removed as it causes major structural degredation ... enter pig iron ! Nickel and Iron ! As it turns out we also have Invar ! I had to add that alloy in TKOM !
Alloys are the way to go in space the reason is there resistances to extreme temps.
So I did more research and found another idea ! This is based on real science by the way although I am not giving out my tricks here I dont even know if it will work.
So there is another item per se that can be added to Invar to make a material that is pretty stable in extreme temps over say 5 to 10 years ... plenty of time to create more building materials ... and we can grow this item !
The fact is in order to survive in space we have to be experts in recycling.
I mean look at all that plastic in our oceans ... one creator is using it to make bricks !
Stationeers has the furnaces we need to do this stuff in a way that no other sim has. Granted TKOM has the same thing or I would not have been able to create the resource mod. However TKOM has something that Stationeers doesnt have ... ease of mod creation.
Luckily I have my TKOM resource mod handy and I am going to try and import the idea into a Stationeers mod ... its what I do ... I tried to go to Mars actually and did not win ... too old ... but not here !
Can make CustomPresets for custom world elements.
Can use discord for actual tips from more knowledgeable people here.
After last nites 13 hour debacle stream learning things I thought about trying to fine tune a few things. Gonna try and look into that and hopefully get this done sooner than later now that I know what I am doing better.
Either way theres a grind there for resources so I probly wont touch the worlds ... possibly Mars if I have time I dont know.
What I will do tonite is find my TKOM stuff and get things moving...theres not alot I can do as the scipting is a bit constrained...but I found solutions so all is going well so far.
I will be happy with the outcome for my mods here !
The startup has an extra lander and not just parts laying around ... applies to the basic startup as well as custom starts ... Loulan Venus and Vulcan require custom starts to add my startup condition ... ie the extra lander.
This is for people totally new to the game and ease of use in the beginning and lessons the amount of grind considerably ... afterall my space company provides its Stationeers with the best resources money can buy.
Now the resource mod ! Both Iron and Steel are the New Invar ... yes Invar has taken a facelift.
I am amazed the Devs were actually on the right track to improve materials ! I just took it a step further.
My Mod will explain the details and it seems I need to release the recipe to create the New Invar.
As I do not yet know how to operate the Advanced Furnace yet I intend to attempt to incorporate the new Iron and Steel into the Advanced Furnace for production.
The idea ... 500 plant stuff now produces 1 Invar in the Reagent Grinder ... take the 1 Invar put it back into the Reagent Grinder to make 5 Iron. I have yet to compute the time element. Unfortunately the plants provide much quicker than the Invar can be made. The time factor of producing 1 Invar a day might work in the grinder plus the 5 Iron Ingots. That is 1 day to make 1 Invar and 1 night to make the 5 iron ingots. I may stretch the times out more I just wish the plants werent so prolific.
The Invar is reconstituted gamewise ... but the ratios are .20 Iron .40 Nickel and .40 Biomass ... a total of 500 Biomass from the plants is used to produce the 1 Invar. There is one other conversion and I leave that up to you to find !
There are new 2 tier building materials hidden somewhere now ... life on a desolate space world just got easier.
You can add the mod to an existing game save and put it above the core mod ! I will add the mod to the workshop maybe sunday !
Will you write a plot for it?
I can write only scenario sripts and triggers.
The items in my startup mod are not really unusual ... and the Invar is just a new variation. The sim has it 50/50 Nickel and Iron ... I solved everything with the new Iron being the New Invar at tier 2 and just keeping it labelled Iron ... the sim still recycles the same Invar but the new Iron is now 20% Iron 40% Nickel and 40% plant matter of some sort which the Stationeer must figure out knowing thw quantity going into the reagent grinder.
This is not the optimal solution and I am trying to get this to work in the advanced furnace this weekend ... if it doesnt work and I give up I will leave it that way.
I found out I can get copper now ... now I just need to research Silicon crystal growth and see if I can implement it in the sim.
Dont know what you mean as far as plots ... maybe add a tutorial in the game ... I dont think so. I had a major computer crash on one tutorial something is bugged and my graphics card is having a shader issue with the sim.
All that works fine but I still need to try and work with the advanced furnace as the tutorial crashes my computer I cant run it and the youtube videos using a gazillion auto ic chips is not what I al mooling for.
My start mod seems to be working I will try to do more fine tuning with that and look into the growth of a few other elements ... after that I will try to get the advanced furnace going ... probly my version then I will have something to work with ... streamin all this goodness tonite.