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









Your head is definitely full of ideas, I admire your creativity! Thank you for bringing some of that awesomeness to the Space Engineers community, I very much look forward to seeing what other work you bring out! I've already been using the infinite ammo in a survival roleplay with my buddies and it has never been more fun.
[|] Radiation as a mechanic is already pretty forgiving, but if I can find the values for them, I might see about increasing the radiation recovery rate so that players heal faster from radiation exposure.
[|] There's already mods to reduce/eliminate fall damage, impact damage, etc, so unless those are broken, they're pretty good
[|] A "quantum tether" to allow you to return to a designated "home grid" on-demand, instantly, maybe incurring some suit power loss, would be pretty cool. I have no idea how I'd even BEGIN to approach implementing something like this (this is a concept I'm ripping from my WIP starship simulator, and coding things in Unity is way easier than coding things using the SE ModAPI), but I'll look and see if there are any mods that handle player teleportation so I can at least see if it's feasable.
Kind of uncertain. I have a lot of ideas for mods, but the SE ModAPI makes most of them a royal pain in the arse to implement.
[|] One mod I was working on, FreeWelding, was meant to let you weld blocks through build stages regardless of whether you actually have the components in your inventory. Unfortunately, I never got that one to behave as intended. The game does NOT like when you interfere with the "mining -> refining -> assembling -> welding" event chain.
[|] I'd love to fork the thrust multiplier mod and separate the sliders for "space thrust mult" and "atmospheric thrust mult". It'd be nice to make Ion Thrusters more atmospherically effective at runtime, wouldn't ya say?
(1/2)
Do you plan to create any more mods to make survival more tolerable like this? Or do you think this will be your only survival-rounded supported project? I would absolutely love to see more from you because this is this is fantastic!
Yeah, some people are just masochists. Thank you for your kind words~ It's nice to feel appreciated <3
This mod has been a huge lifesaver for my, thank you SO much for the upload, it helps a lot for people like myself who want to enjoy the survival experience while still enjoying combat without having to constantly worry about ammo being crafted, especially for those of us who suffer with making conveyors work. Bless you my friend!
Not a bug. Not really a feature either. More of a pleasant surprise. I didn't go out of my way to add any handling for WeaponCore. The mod doesn't even look for it. I just added that to the description because WC's default beahavior leaves an awful taste in my mouth. That being said, I'm not the kind of girl to hobble my code because of petty disagreements. So long as WeaponCore (and mods that use it) respect the world's infinite ammo setting, this mod *should* work with it.
The important code for this mod is literally one line calling the ModAPI to change a world bool. Because this mod depends only on internal keen code, this mod should ALWAYS work. If it breaks in vanilla, I'll fix it. If it breaks with WC enabled but works in vanilla, blame WC devs.
sorry woke up tired(spmehow) so
i did. and im saying it does work. how about you read what i said before commenting.