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








transporters, not shuttles, making single delivery journeys without bringing something useful back. I think shuttles have that intelligence but not automated transports or harvesters. Surely that should be part & parcel of a logistic network.. just like an idle drone should look for work.
local orig_Colonist_Die = Colonist.Die
function Colonist:Die(reason)
if UIColony:IsTechResearched("SoylentGreen") then
local pt = GetPassablePointNearby(self) or self:GetPos()
PlaceResourcePile(pt, "Food", 4*const.ResourceScale)
end
orig_Colonist_Die(self,reason)
end
to Script.lua will do the thing, but cannibalism doesnt sound appealing to me, so changing "Food" to "PreciousMetals" (rare ones) makes this tech more valiable. Lets assume that colonist left all his earning to the colony needs, one food still appears on crime sceen along with rare metals, maybe he was in a middle of dinner when heart attack happend)
Also there is a tech called "Superfungus" seems underpowered to me (50% more outcome, oxygen cunsumption doubled). My suggestion - oxygen consumption increased only by 50%, and workers count decreased by 2 (combined with "Farm automation" tech, fungal farms can be operated by two workers).
I also changed Superfungus; made them produce more food and cost less oxygen. Workers still the same.
That way we can ignore the breakthroughs we don't like or need.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2605770617