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








If you actually want me to sell you on it, here goes:
You build spaceships. In space. With big pew pew lasers and energy/thermal management and everything. Now, building a spaceship isn't the end, but the beginning.
...I use VFE-Vikings,and the Crypto Armour completely slipped my mind. I'll look into it.
Looking at the mod,there's just way too many suits there,on top of the HazOp suit already providing Toxic Sensitivity Reduction. Sorry to say,but I don't see myself using Spartan Foundry,simply because it adds way too many statistically-similar suits of armour.
SoS2 seems to be a near-constant subject of discussion on the RimWorld Discord. Next colony I roll,I'll look into it. But at first blush,EVA suits are,by every definition,sealed up tight with their own life support systems,and very heavily shielded against radiation to boot. If they don't have Toxic Sensitivity Reduction as you say,then that's just laziness on the part of the mod dev.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=725947920
The armor in that mod, despite being described as Marine Armor, has protection comparable to Cataphract Armor (120/50/150, vs. Cataphract 120/50/60), so I gave it the 50% resistance.
In addition, I've noticed that in couple of your patch definitions, you have an extra trailing slash after ThingDef and before the name specification, which will break that patch if that section is hit under the conditionals (I spent a fair amount of time this afternoon debugging exactly that issue when I copied one of your patch files to make mine above). In the Royalty patch file, the second and third xpath for the Locust Armor:
Similarly for the third xpath for the Prestige Recon Armor:
Both should use `/Defs/ThingDef[defName =` instead of /Defs/ThingDef/[defName =`
A files search for that pattern shows only those three instances, though, so fortunately it's not a widespread issue (and those would only be hit if the armor in question was given an `equippedStatOffsets` stat by another patch, or a vanilla change, first).
That said, I really like your conditional patching style.