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(Dunno if its even possible tbh, could also just restrict it to mechanoids with bandwiths 3+)
But if it doesn't end up causing bugs or inconveniences I can add it
Oh yeah I've noticed it too.
I've been thinking of maybe adding the chip[s] as a building cost instead in order to prevent people from having *all* of their mechanoids in pods 24/7.
Currently I can't mess around with the (amount of) different stages/levels of the health conditions without messing up people's saves/progress, but if I keep them as is then the chip cost would be too much for most of the upgrade types.
Also slightly unrelated but I've also almost finished a few options that would allow the pods to function automatically with little to no player input (if the player wants that), it decreases the need to micromanage.
Changes:
- The upgraders now cost chips [not a lot, but done to prevent the player from immediately building like 20 of them and having their mechs spend 90% of their existence in them] and require more power.
- Nerfed the armor upgrades [reduced the boost to a maximum of 120% with a 0.5 c/s reduction to speed on max level]. It might end up still being a bit powerful, I’m open to suggestions on this one.
Additions:- Auto-prime – a toggleable button that causes the upgrader to automatically start another upgrade cycle and accept resources after completing a previous one.
- Auto-select: single - a toggleable button that causes the upgrader to select the previous mechanoid occupant for another upgrade cycle of the same type [until the upgrade has reached max level]
- Auto-select: random - a toggleable button that causes the upgrader to select a random viable mechanoid for the cycle while attempting to prioritize ones with weaker upgrades [has an additional option to set up extra filters, like disallowing mechs of certain mech classes, disallowing worker mechs or disallowing melee or ranged combat mechs]
Planned/worked on features:I think it's a good idea to look into it more tho, perhaps up the amount or make it dependant on the mech's stats.
And looks like pretty much all my concerns are already addressed, especially the armour thing because in my current save i have 200% sharp armour zealots from reinforced mechanoids 2 running around
"Maintenance mode – applies a cheap and temporary boost, also reduces “biological” age of the mechanoid, giving ancient ones a clean look [the second part has no real gameplay benefits, it’s just a bonus]"
Also really liking this part since one mod i use allows to revive dead enemy mechs, including a tweaked Apocriton, but right now it would stick out badly being the only green corroded ancient mech while everything else is a polished white
Also as someone who mass upgraded their mechs, i definitely do notice the waste which originates from upgrades so personally i am fine with the current values
As for the maintenance mode...honestly the white polished looks is the main reason I've made the mode lol, I really hate having those old and green-looking mechs around when everything else looks nice and clean. Also would you happen to know/remember which mod lets you revive enemy mechs? I know that Reinforced Mechanoid 2 lets you hack them, but I think it's only for living ones. It sounds interesting.
It now also properly refunds the ingredients so that's neat