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2021.9.17小更新 一如既往的谷歌机翻(下有原文) -------------------------------------------------- 新的东西 - 禁用了管道、电线和管道上的动画师,因为当你放置太多时它们会降低性能(现在手动更改视觉效果,因此对玩家来说效果完全相同) - 从构建菜单中删除了开发类别。您仍然可以通过在构建菜单搜索栏中键入“dev”来访问它 - 将操作按钮(离线、移动、命令殖民者等)移动到对象窗口内 修复 - 修复了使用窗户墙漆的旧存档无法正确加载的错误(这不会影响新存档,只会影响旧存档) - 修正了当殖民者没有正确保存物品交付的收件人时的崩溃 - 修复了如果殖民者在放置地板后 1 秒内生成通往地板的路线,殖民者会穿过气闸来建造地板的错误 - 移除了殖民者移除物体时的任意等待 - 修正了殖民者有时没有寻路层的错误。我不确定原因,但目前的创可贴解决方法是在没有寻路楼层时手动找到寻路楼层 - 修正了一个错误,如果他们排队而殖民者不能被打断,比如使用气闸时,排队的殖民者命令不会被执行 - 合同将不再需要超过 1 件物品。这使它们更容易,并且还解决了合同需要 2 个相同项目并且永远无法完成的问题- 对 null 组件的引用将不再导致加载过程中崩溃 - 内存图标现在更小更容易理解 - 修复了拥抱者会在 0,0,0 处生成的错误 - 漫游状态现在将使用随机的附近楼层,而不是为 UseReason.Sit 寻找有效楼层(这是性能改进也是游戏性改进)- 当您跳过教程时,目标窗口现在将更加一致地关闭 - 修正了一个错误,即尝试声明一个需要能够声明另一个对象的对象会导致殖民者使用错误的对象 - 修正了消毒剂动画的问题
2021.8.28小更新 一如既往机翻(谷歌) 这次修复小人卡门的BUG,地板BUG,某一些物品BUG,作弊启动代码(让老玩家快速测试游戏是否有不好BUG) ----------------------------------------------------------------------------------------- Added a button for skipping the tutorial, it's a close button located in the top right corner of the objective area - Metal pots will no longer be returned by the rec probe (this was because previously metal pots were used to craft space rock) - Objects offscreen are no longer colored by overlays or the order button (there's a tolerance of 50% off screen, and it's updated every second, so should cover most situations, unless you're moving fast) - Tomatoes no longer have a reharvest stage, because they were making lots of babies - Only internal floors will be used for overlays now (not external) - Fixed a bug where temperature emission didn't work for some objects - Fixed a bug where item reservations were never cleared. Also added a 12 hour timeout to all reservations, to catch anything missed. (Items are reserved so that multiple colonists don't try to take the same item. It's a "dibs" system). This especially fixes issues with seeds, but should fix most occurrences of colonists not transporting items - Fixed a load crash - Fixed a bug where colonists would sometimes walk through walls (this was caused from colonists generating bad routes to floors, and thinking they were already at the target floor) - Fixed a bug where colonists would walk through airlocks (and this time I mean it?) - Colonists will no longer pathfind timeout while waiting for an airlock (this was also a source of colonists walking through airlocks) - Colonists will no longer "arrive" at the next pathfinding node when they start walking on a route. It would cause colonists to walk through doors occasionally. This was a huge oversight, and I blame Victor - Added a max pathfinding distance, for performance, because colonists can travel much further now - Improved pathfinding performance (inb4 it breaks something) - Added an option in the options menu to enable experimental features, enable it before starting a new game --------------------------------------------------------------------------------------------------- 添加了跳过教程的按钮,它是位于目标区域右上角的关闭按钮 - rec 探测器将不再返回金属罐(这是因为以前金属罐用于制作太空岩石) - 屏幕外的对象不再由叠加层或订单按钮着色(屏幕外有 50% 的容差,并且每秒更新一次,因此应该涵盖大多数情况,除非您快速移动) - 西红柿不再有重新收获阶段,因为它们正在制造很多婴儿 - 现在只有内部地板将用于覆盖(不是外部) - 修正了温度发射对某些物体不起作用的错误 - 修正了物品预订从未被清除的错误。还为所有预订添加了 12 小时的超时时间,以捕捉错过的任何内容。 (物品是保留的,这样多个殖民者就不会试图拿走同一个物品。这是一个“dibs”系统)。这尤其解决了种子问题,但应该解决大多数殖民者不运输物品的问题 - 修复了负载崩溃 - 修正了殖民者有时会穿过墙壁的错误(这是因为殖民者生成了通往楼层的错误路线,并认为他们已经在目标楼层) - 修正了殖民者会穿过气闸的错误(这一次我是认真的?) - 殖民者在等待气闸时不再寻路超时(这也是殖民者穿过气闸的来源) - 当殖民者开始在路线上行走时,他们将不再“到达”下一个寻路节点。它会导致殖民者偶尔穿过门。这是一个巨大的疏忽,我责怪维克多 - 增加了最大寻路距离,以提高性能,因为殖民者现在可以走得更远 - 改进的寻路性能(inb4 它打破了某些东西) - 在选项菜单中添加了一个选项以启用实验性功能,在开始新游戏之前启用它
更新了 rt(一如既往的谷歌翻译) 门现在可以在视觉上无动力并且可以打开(调整了动画) - 修正了一些门的问题,比如殖民者穿过紧闭的门 - 将手动门移到墙上将不再造成大气泄漏 - 添加了一个生成僵尸和拥抱者的作弊,这是为了测试目的,但你可以用它做任何你想做的事 - 僵尸现在会吃尸体 - 增加了 30 个怪物的上限(拥抱者、僵尸、史莱姆、水蛭)。从技术上讲,如果有 30 个,它不会尝试生成怪物,因此僵尸组可能会导致更高的数量,但最高的僵尸组是 3 - 修正了物品有时非常大的错误 - 墙现在可以与上下文顺序系统一起使用(因此构建和解构) - 改进了灯光的性能。当地板受多个光源影响时,此修复将显着提高性能 - 修复了许多对象的搜索文本值(构建菜单中的搜索栏) - 修复了模板组件(来自配方和其他东西)未被忽略并被添加到实体(如化学表)的错误。这可能非常糟糕,并导致了许多奇怪的行为。可能是在最新的 Unity 版本中引入的? - 修复了墙壁通风口连接在加载过程中没有持续存在的错误(这可能也会影响其他类似类型的对象) - 修正了物品在扭曲后从未从行星上移除的错误。这导致了内存泄漏(但可能不是很大) - 调整了太空岩石制作配方,以便只需要一个烤箱和矿石 - 现在,当系统主体被移除时,合同也会被移除。这修复了加载会导致许多小行星有任务的错误(因为这些任务从未被移除,所以它们会四处漂浮,寻找位置) - Kat 通知现在将在加载后正确显示(在某些情况下,您之前阅读的消息可能会再次创建,具体取决于您何时进行保存) - 现在保存了殖民者升级选择 - 编程终端将不再请求生物质 - 增加了储物箱的优先级,以便它们总是首先被储存(优先级为 99) - 存储箱中的物品将不再在交易舱出售 - 为一些缺少它们的 UI 按钮添加了声音 - 如果殖民者死了,他们现在会显示“死”作为他们的状态 - 殖民者和物品将不再被重新定位到门或气闸中,并且被遗弃在气闸中的物品将被重新定位 - 修复了在殖民者不可中断(在气闸内)时排队命令会导致命令永远不会被调用的错误 ----------------------------------------------------------------------------------------- 原文 Doors can now be visually unpowered and also openable (adjusted the animations) - Fixed some door issues, like colonists walking through closed doors - Moving manual doors to a wall will no longer create an atmosphere leak - Added a cheat to spawn a zombie and a cuddler, this is for testing purposes, but you can do whatever you want with it - Zombies will now eat dead bodies - Added a cap of 30 monsters (cuddlers, zombies, slimes, power leeches). Technically it won't try to spawn a monster if there's 30, so groups of zombies could cause a higher count, but the highest zombie group is 3 - Fixed a bug where items were sometimes very big - Walls can now be used with the context order system (so constructing and deconstructing) - Improved performance of lights. This fix will significantly increase performance when floors are affected by multiple light sources - Fixed search text values for many objects (the search bar in the build menu) - Fixed a bug where template components (from recipes and other things) were NOT ignored and were being added to entities (like the chem table). This was potentially quite bad and was causing lots of weird behavior. Possibly introduced in the newest Unity version? - Fixed a bug where wall vent connections didn't persist through loading (this probably affected other similar types of objects too) - Fixed a bug where items were never removed from planets after warping. This was causing memory leaks (but probably not very big ones) - Adjusted space rock crafting recipe so that only an oven and ore is required - Contracts are now removed when their system body is removed. This fixes a bug where loading will cause many asteroids to have quests (because those quests were never removed, so they're floating around, looking for a location) - Kat notification will now correctly appear after loading (there might be some instances where a message that you previously read is created again, depending on when you made the save) - Colonist upgrade choices are now saved - Programming terminal will no longer request biomass - Increased priority of storage bins so that they'll always be stocked first (the priority is 99) - Items in storage bins will no longer be sold at trade pods - Added sounds to a few UI buttons that were lacking them - Colonists now display "dead" as their status if they're dead - Colonists and items will no longer be repositioned into doors or airlocks and items abandoned in airlocks will be repositioned - Fixed a bug where queueing a command while a colonist isn't interruptible (inside an airlock) would cause the command to never be invoked
今天更新了个小补丁 修复了气闸门的问题,添加可出售腐烂食物、整理腐烂食物,和一些小问题。 下面是原文: Fixed a bug where saves would crash if they couldn't find a wall side (this seemed rare) - Reduced frequency that visitors spawn - Removed noise morale penalties, because they're weird (why is the player punished for doing things in the correct way?) - Fixed a load issue with child agents not being found - Fixed a load crash that would occur if you saved on the same frame that a window requested a UI refresh - Fixed a bug where sometimes contracts would lose the reference to their location after loading. - Fixed a bug where wall sides weren't loaded correctly, which could cause crashes and other naughty behavior - Biowaste in toilets and waste recyclers will no longer create germs - Fixed a bug where colonists wouldn't correctly remove themselves from airlocks, which would block future colonists from using the airlock until the original user went back through eventually (which couldn't happen, because they'd wait in line) - Fixed a bug where placing objects on top of items would cause an infinite loop. This would happen when a floor's count of "incoming items" became negative (this is now fixed), which caused the code to think that the floor had space, when it didn't, and then it would keep trying to deposit it to the same floor forever - The loading bar on UWP (windows store) will no longer ping pong around like a maniac - Floors with objects on them will no longer turn red when ordering a colonist (they turn red to indicate the floor isn't pathfindable) - Items will no longer be placed under walls - Doors no longer create a light source when opened (this was a leftover from the old system where lighting was room based) - Mental stabilizers will now cure alcoholism, space rock addiction, and all of the negative morale perks - Rotten food can now be stored on shelves and sold - Improved lighting performance --------------------------------------------------------------------------------------------------------------------------------------- 下面是机翻: 修复了如果找不到墙边保存会崩溃的错误(这似乎很少见) - 减少访客产生的频率- 删除了噪音士气惩罚,因为它们很奇怪(为什么玩家会因为以正确的方式做事而受到惩罚?) - 修复了未找到子代理的负载问题- 修复了如果您保存在窗口请求 UI 刷新的同一帧上会发生的加载崩溃 - 修复了有时合同在加载后会丢失对其位置的引用的错误。 - 修正了墙边未正确加载的错误,这可能导致崩溃和其他顽皮行为 - 厕所和**回收器中的生物**将不再产生细菌- 修正了一个错误,即殖民者无法正确地将自己从气闸中移出,这会阻止未来的殖民者使用气闸,直到原始用户最终返回(这不可能发生,因为他们会排队等候) - 修正了将物体放在物品上会导致无限循环的错误。当楼层的“传入物品”计数变为负数(现在已修复)时,就会发生这种情况,这导致代码认为该楼层有空间,而实际上没有,然后它会继续尝试将其存入永远在同一楼层 - UWP(windows 商店)上的加载栏将不再像疯子一样打乒乓球 - 订购殖民者时,上面有物体的地板将不再变成红色(它们变成红色表示该地板不可寻路) - 物品将不再被放置在墙下 - 门在打开时不再产生光源(这是旧系统中基于房间的照明的遗留物) - 精神稳定剂现在可以治愈酗酒、太空摇滚成瘾和所有负面士气的好处- 腐烂的食物现在可以存放在货架上并出售- 改进的照明性能
无语到爆炸 昨天更新了个小补丁,我简直无语。 小人都工作3级了还能100%修理出火灾出来,都在外太空殖民了,为什么还没有灭火的基础设施的????控制小人又没有灭火选项,医疗包也如同虚设没有一点互动元素,从开局到现在的10个医疗包都不知道是用来干什么用的。出现流血小人也不会主动去用,要么流血死亡,要么流血进行攻击队友。只能说如同虚设! ----------------------------------------------------------------------------------------------- - Low morale perks (agoraphobia, pyromanic, brawler, etc) are now cathartic, and will restore colonist morale over 24 hours. So that the morale penalties are temporary. And the intent is that you have to clean up the mess rather than regrowing the colonist (just lock them in their room for a little bit, to keep them out of trouble) - Seeing a dead body will only affect social, and reduced the amount of morale lost when seeing a dead body (if colonists see the dead body multiple times you'll still get additional penalties) - Powered doors can now be opened when they have no power, but it's very slow - Removed free-will level requirements from the tech tree - Starmancer core now produces less oxygen - Reduced chance of fire from crafting failure from 15% to 1% - Reduced the frequency of object maintenance from every day to every 7 days. Reduced the break chance of objects - Colonists now have a 25% chance to become a maniac when morale is very low (previously it was 100%) - Colonists now display their lowest morale on the HUD (previously it was an average of all 3 morale values)
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