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














Streighr->Straight will be changed :'D
The game's check for the **'F' direct edit** is a **physical raycast check** performed against the block's 3D geometry when a player looks at it.
Definition
Geometry
'F' Edit Status
Root Cause (Based on Model)
**Corner**
Complex, but likely has a flat, accessible screen face.
**Works**
The raycast hits the screen surface correctly.
**Ramp**
Slanted, angled face.
**Fails**
The raycast hits the screen at an **angle too oblique** to satisfy the game's internal threshold for direct interaction.
**Straight**
Flat face, but part of a custom mod series.
**Fails**
The screen mesh in the **`LCDWallTwoSidedStreight.mwm`** model is likely **recessed, too thin, or misaligned** with the block's outer collision box, causing the raycast to hit the surrounding structure instead of the intended screen surface.
Summary of Conclusions
----------------------
Here is why the provided evidence supports the conclusion:
### 1\. The XML Confirms the _Potential_ for 'F'
All three definitions use the exact same critical tags that grant the _capability_ for both the 'K' (Terminal) and 'F' (Direct Edit) shortcuts:
* **`<Definition xsi:type="MyObjectBuilder_TextPanelDefinition">`**
* **`<TypeId>TextPanel</TypeId>`**
Since the **Corner** definition (which works) uses these tags, and the **Ramp** and **Straight** definitions (which fail) also use these tags, the issue cannot be fixed by changing any of the listed XML properties. The problem must occur _after_ the game loads the block's C# behavior.