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I have figured out how to let Hab modules have more than one pre-requisite. This means automated T1 Cores can be upgraded to T1 Integrateds, and potentially from Integrated to Platform Cores.
Tiangong Station is going to be reverted back to Vanilla except for test builds. Basically if you see it with a full module set again I forgot to remove the file (a not unlikely scenario)
Integrated Cores: Should be able to be upgraded to/from Platform Cores, as well as from Automated Cores (new functionality). Integrated Cores also get larger crews, more mass, and increased Cash Maintenance Costs.
Instead, the Mining Dock series will be miniaturized to (-5 Power Tier 1, -20 Tier 2, -60 Power Tier 3, with weight and crew reduced accordingly), locked to Interface orbits, and offset 15 Crew with the Farm effect. Their mining shuttles do great work, but they aren’t the miracle workers their pre-2.0 were intended to be.
They will completely offset solar panel maintenance of up to 2 solars in Tier 1, 4 for Tier 2, and 7 for Tier 3, gain the Farm effect for up to 15 crew (enough for a small hab but not overshadowing the Hydroponics Bay—at least not too much, and the Farm effect of Mining Docks will be mostly or entirely eaten by a Mining Dock and an Integrated Core. Choose appropriately), and generate 0.5 Boost/month. They will have the same effect, but no longer *completely* be the “lol this hab doesn’t need any resources lmao” module.
Coming in the future: Gas Giant Only “Ring Mining Dock” series.
I additionally intend to cut them out of LEO if I can figure out how to do so. It’s supposed to be a mining dock, not an LEO resource shuttle service.
Which brings us to to
My first instinct was to look for a way to lock them out of Interface orbits and turn them into the deep(-ish) space versions of Mining Docks, serving as a farm-ish module away from gravity wells.
Instead, the Transport Dock series is going to remain a big, bulky boy (a Heavy weighing in at 85 tons at Tier 1—you’ll still need -20 power for both Mining Docks AND Transport Docks), require -15 Power, gains a small Boost income (0.2 at Tier 1), retain its Shipyard, bump its crew count up to 85, and gain a small Cash income. It also will get the Farm feature for its crew and its crew only. Because Cargonia takes care of its own.
Orbital Radio Series:
Tweaked a bit since their original Space Industry incarnation, they can now be upgraded from Broadcast outlets (they cannot return back, however). Their projects remain prerequisites for the Integrated Cores, and because it was implied in Space industry 1 by the research that their radio network is responsible for the Integrated Cores in the first place, they retain their +1 Mission Control.
They are considered Heavy, require standard levels of power (-10/40/120), and have increased maintenance requirements. The Tier 1 project remains the pre-requisite for Integrated Cores, and Tier 2 project remains the pre-requisite for T2-3 Cores. I do intend to add a Tier 3 of this series, and the project for it will become the new pre-requisite for Tier 3 Integrated Cores.
Orbital Lab Series:
Bumped up to 15 Research/Month at Tier 1, reclassed as a Standard-weight module, and can upgrade to either the Research University (base game), or the SI Orbital Laboratory Complex. Tiers 2 of this series is considered Light-weight (-20 Power), and ultimately offer the same amount of research as the Super-Heavy Research University at worse slot efficiency. And in my Hab Overhaul, Research Universities are locked to 50k+ populations (and offers better or at least more interesting to me ways to get there than IMO). Tier 2-3 SI Labs can go anywhere that’s not irradiated.
The Orbital Supercomputer is a BIG boy at given the Heavy classification. It uses -120 power, 1,250 Crew, and 10,000 Tons. It also grants 1 Project and maxes out at 175 Research, but it now takes -100 Cash, -12 Water, -1 Volatiles, -3 Metals, and -1 Noble Metals for upkeep. BUT it can go anywhere that isn’t irradiated. It’s not as good as the base game LAb, but it’s better in some instances.
Military Series:
They are now the Big Brother of the Marines series, coming in at twice the power and slightly more in terms of tonnage. Ton for Ton, they have slightly fewer Marines to the Marine Barracks, but slightly more Ops income. Which do you want more? They’re no Standard-sized, and are -10/-40/-120 power.
To preface this section, I should summarize how I’m balancing this along with how I rebalanced the Vanilla modules in my Hab Overhaul series. Standard-Weight Space Resorts/Hotels can go anywhere, Heavy Space Hospitals/Medical Centers require 10k Population, and Super-Heavy Civilian Complexes required 50k. Space Resorts have 750 Population, Space Hospitals 1,500, and Complexes 5,000.
With that context out of the way, the specific Orbital Apartments/Habitat/City will be nerfed slightly from where they are now, but for Tiers 2-3 I intend to add 2 more Habs per tier. Cities will be locked behind 50k when that change comes, and while it will not rival the Civilian Complex for population, it has its own niche.
Resorts/Hospitals/Complexes will continue to be the main population driver, while Habitats/Cities will be refactored towards production and, dare I say it, Space Industry.
Tier 1 Apartments will stay behind Quarters (rated Heavy, buffed to 150 population/-10 power in the Hab Overhaul mod, allowing for denser individual Tier 1 stations while not sacrificing the population nor the cash income) with a Standard weight rating, 25 Crew, -5 Power, and +5 Cash Income (allowing for 10 Cash/Solar/-10 Power compared to the Quarters 12)
Tier 2 Habitats are considered a Standard module, at -20 Power and 125 Crew. Ton for Ton, they allow more crew than Hotels, but Hotels allow for higher population per Orbital. Orbital Cities will still see a loss in Cash income in exchange for +1 Mission Control, and a Construction Module (Tier 1) and a Space Dock (Tier 1). Future modules in this Tier 2 series will see more tonnage, Crew, and Mission Control, in exchange for less up-front cash income and lower boost maintenance than Hotels, Hospitals, and Residential Modules.
The original plan was to put Nanofactory income in, but I THINK that that is all-or-nothing, not “cash from the population+ this much nanofactory income”
Tier 3 Orbital Cities
Tier 3 SI Cities will continue to bring in Mission Control, the ability to build Tier 1-2 Cores, drops the research in exchange for a Project, and build ships at a Shipyard scale/speed, while lagging behind in base game modules in pure population.
2 more modules are planned in this series, to stay on par with the Hospital and Civilian Complex modules relative to the Space Industry Orbital City.