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Looking over your suggestions, I believe most of them are perfectly achievable with the system I'm using. The limiting factor is more a matter of identifying precisely which modifiers people will find useful to avoid overwhelming people with options, as well as presenting the interface in a way that people who are unaccustomed to editing xml can use.
The modification of block composition in particular is difficult to figure out how to present in a way that isn't cumbersome since I would either need to require the user to copy significant content from the original block definitions (if they wanted to start from the original contents and change a few things) or else include the hundreds of block compositions by default (which would be an absurdly massive file, and would require an update to the mod every time Keen add/change anything). There are a handful of things that I currently can't change at all with the method I'm using (i.e. hydrogen and uranium consumption rate for H-Engines and Reactors), but mostly it's about accessibility.
I've considered making a second mod that's even more technical than this one that allows for even more fine-tuned manipulation of block values in order to allow for exactly what you've suggested: a master tool for server admins to eliminates the need for other mods that do nothing but change block values. But I haven't gotten around to it yet.
I do plan on revisiting this one and will likely break apart a few more values (i.e. small/large grid modifiers, etc.) as well as potentially tackling the second mod I mentioned. But whether I do the second one will depend on if there are more requests for something that in-depth, because it will take quite a while to build and will be somewhat more niche than this one.
I've also been busy building a 5-planet campaign mod with my brother, and that's been eating up most of my time, so it might be a bit before I revisit this one.
If you wanted to narrow it down to a smaller handful of values to add, I'll see if I can add those at least to tide you over (=P), but the bigger stuff is going to be on hold for a bit.
separating the values of the different thruster blocks instead of just types, adding damping, and doing the same for antennas and laser antennas would be more than enough for me to balance gameplay usage... cost can come later... since we have an established world.
because cost needs to be scaled from world start if you actually need it to influence gameplay. inevitably we get to a point where we struggle to store all the stuff and cost is irrelevant.
i dont need you to rush it though. keep in mind that anyone starting afresh with some of these changes should also be doing it from the start with cost nerfs and functional buffs, or it defeats the purpose.
just trying to point out how good the mod could be.
i came across it while researching how to make my own, and yours already did almost half the stuff i wanted. considering how fiddly i am with my server setup... i thought that was amazing.
although not ideal, a simple compromise is to increase ice yield and tank storage by equivalent amounts. or just continue to use the mod i have for that.
the associated difficulty scaling is the hard part because i need control over the build costs and once i start playing with it... i'll never stop.
i never saw it pop up on your workshop page.