ºLiuLiº
OO琉璃之龙OO
快乐的时光总是短暂唉……
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战斗等级到底怎么算的 我照着wiki上面的算也对不上啊玩冒险模式想赶紧99开刷不知道怎么升级效率了
药剂怎么使用? 如题,现在在升药剂合了点鸟巢但是没找到地方用啊
更新游戏的时候显示清单不可用 是因为公司把steam屏蔽了还是我设置有问题才知道原来公司的网管还干屏蔽的事,视频网站都被屏蔽了
文件加载被阻止怎么办 如图所示,进游戏就是错误2或者4问题我加速了啊
图腾锚击以前加魔棒次数吗? 我怎么记着不加啊,是我记忆错乱了?
兄弟们新日志来辣 原文如下,楼主英语不行也是拿百度翻译看的就不献丑了: Introduction As many have noticed, it has been many months since the last pre-alpha release, and nearly a year since the last stable release. To begin, I will attempt address some common questions about this release, and the status of Mindustry in general. Why is this update taking so long? Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign. In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors. This is a little bit like making the entire game over again. When it is complete, it will be the biggest single content update in Mindustry history. To give you an idea of the content volume, there are currently 70+ new build-able blocks that have been added when compared to the last pre-alpha, with more than 130 new blocks added total - and I'm still far from done. In addition, I am making significant changes to many various mechanics (again) - the campaign, unit control, and logic, for instance. Keep reading for more information on these topics. With all of these factors combined, this update will take much longer than normal to complete. Please be patient. When will v7 be released? I really don't know. While I already have a fair bit of content complete, I would estimate that it's only half done, if even that. Many mechanics are still in the "prototype"/"brainstorming" phase. All I can say is, don't expect it anytime soon. When is the next pre-alpha/alpha/beta release? As mentioned above, I'm still early in the process of implementing content/mechanics for Erekir - it is not ready for testing, and will likely not be for a while to come. I would like to have the entire campaign complete before I even release an alpha build. In short: Again, I don't know. Erekir Content Preview Below are some sneak peeks at content I've been working on. This is by no means a comprehensive list. Keep in mind that these units can (and have) changed significantly over the course of development - the final version may be radically different, or removed entirely! Note: Many of these GIFs are taken from the #dev-previews channel on the Mindustry Discord. Consider following that channel for more frequent updates. Units The T1 core, and its corresponding core unit. This unit can repair blocks, but does not have any offensive capability. Shielded walker unit. Only blocks projectiles from the front. Very much WIP - weapons and legs will likely undergo significant changes prior to release. Small insect-like unit. No special abilities. Demonstrates a new unit animation system. Hovercraft. Missiles are technically units that can be targeted, and will follow the player's cursor. Yes, I'm finally introducing tanks. This further demonstrates the capabilities of the new unit animation system. A smaller tank variant. Blocks As mentioned earlier, Erekir will have a completely different set of blocks from Serpulo. The production/crafting tree is still a work-in-progress, so I will not be showing it here, but here's what some of the distribution systems look like at the moment: Ducts transporting items to Duct Routers. These routers only accept from one direction, and can double as sorters when an item is selected. Duct overflow gates. Only accept from one direction. Duct bridges. No linking or weaving allowed; output only in one direction. Duct unloaders. Only input and output in one direction. Beam "drills", connected with new orthogonal power nodes. Note that, while there are still certain ores on the ground in Erekir, beams are the primary way of gathering resources. Unit Control As many of you may know, unit control in Mindustry is terrible. As of the latest available version, there are four ways of controlling units, all of them with significant flaws: Manual control: This is the obvious and most common way of controlling units; while effective, it only allows for controlling exactly one unit. Furthermore, once the unit ceases to be controlled, it resumes its normal AI, making this method useless for moving groups of units anywhere. Formations: An unfinished, unwieldy and broken system. Not only do units constantly get stuck on terrain when in formation, but they can frequently bump into the main unit. Formations are also lost on commander death, subject to numerous unit type limitations, and feel extremely laggy even on low-ping servers. Command Centers: Unwieldy, complicated, lacking precision. While they are effective to some degree in performing basic tasks like grouping together units, they are very imprecise (global control), tedious to manage (require building a block), and painfully limited (are unable to order units to attack specific targets). Logic: A cursed creation, and a mistake. While technically the most powerful unit control method, it is orders of magnitude more complex than anything else in the game. Commanding units with logic either requires copy-pasting schematics you don't understand, or spending hours learning a bespoke programming language with very sparse documentation. Neither of these are acceptable. Even beyond the complexity, logic unit control is incredibly clunky, un-intuitive, and subject to limitations (like lack of proper pathfinding). Players should not need to know how to program to play this game properly. Something had to be done. Thus, I have made the following changes: Formations have been removed completely. Command centers have been removed. No logic blocks are available on Erekir. They may or may not remain on Serpulo. A new RTS-like unit control system has been introduced. I've been hinting at adding them for a while, but after experimenting with the mechanics, I am confident that RTS controls are the best way forward. Here's how this looks in-game, so far: Now, I know that this raises numerous questions, such as: How will this affect PvP? Will units have sub-commands ("fire at will", "patrol"), like some other RTS games do? Will builder/repair/miner units be controllable as well, and if so, how? How will build assistance work without formations? Does this mean that fog of war will be introduced as well? How does the player switch between building with their unit, and commanding? I will not be answering these questions, as I don't have a good answer to most of them - and even if I did, my answers could change over the course of development. All I will say is that, at the moment, I am trying to keep things as simple as possible. In my testing, even the current bare-bones RTS control system is worlds better than anything the game had previously. Logic "World Processors" / "Map Scripting" This is a relatively minor feature I've been developing for use in campaign maps. Essentially, they are processors for scripting maps. These can only be placed or interacted with in the editor, and are for map-makers only. World processors can currently do the following things; I may add more functionality as necessary: Spawn units. Set blocks. Get blocks/buildings at any location. Create explosions. Show the player notifications or mission objectives. Pan and zoom the camera, for cutscenes. Sense any block info without linking to it. Set a limited amount of game rules, such as lighting, build speed and waves. World processors are meant to be placed in a corner of the map; while they are blocks with teams, they cannot be accessed, shot, broken or hovered outside of the editor. Note that they are simply logic processors with special instructions - this is not a new language or scripting system. Below is a simple demonstration of a "cutscene" implemented with a world processor. Note that the trigger is a button for simplicity, but in most cases, you would have the trigger be something else out of the player's direct control. Some examples of what can be done with world processors: Display a special objective for the player, e.g. "destroy building X", sense when the block is destroyed, and perform actions based on that event. Spawn custom waves in any location based on time, or any other variables. Activate enemy base functionality only when the player has achieved a certain objective, like surviving X amount of waves. Day-night cycles in custom maps. "Defense" objectives wherein the player core is destroyed if they fail to prevent a different block from being destroyed. Internal/Modding API Changes In addition to all of the above, I've also been working on improving the modding API, fixing inconsistencies, and adding more features for modders to utilize. Unfortunately, this also comes with the downside of breaking the overwhelming majority of older mods - after discussing this with the community, I've come to the conclusion that this is the only way forward. Here are some examples of changes I've made so far - everything is still subject to change. If you're not a modder, feel free to skip this section. Weapon/Unit/Turret Animation System Turrets, units, and weapons now support animation parts. These can rotate or move individually depending on their progress value, which is usually the weapon warmup or reload. Close-up of the tank shooting animation: Code (minus the blades, which are defined in a loop): Weapons, Turrets and Units Weapons and turrets have long suffered from an inconsistent feature set and API. I've attempted to improve the situation by implementing a unified system for bullet patterns and shooting behavior. This means: Turrets and units can now have an arbitrary amount of bullet barrels. Units now support duo-like double-shot patterns. Swarmer and Cyclone turrets now correctly have 3 true barrels instead of randomly spewing bullets everywhere. Java/JS mods can easily define complex bullet patterns for their turrets without creating subclasses of Turret or Weapon. As an example, here's what the new Swarmer bullet pattern looks like: 'shoot' is a field of each Weapon and Turret that defines its bullet pattern. This defines a 3-barrel shot pattern. Result: It is also possible to chain together shot patterns, to make things like this (demonstration only!): Bullets can be created with custom movement callbacks. This pattern, for example, creates two bullets that move in a helix: Consumption & Generators The block consumption system has been rewritten to allow for: Multi-liquid consumption Multiple consumers of the same type, e.g. two ConsumeItems Filter/efficiency consumption that does not depend on specific block type Most old generator classes - SingleTypeGenerator, BurnerGenerator, ItemLiquidGenerator and DecayGenerator - have been replaced with a single class, ConsumeGenerator. As an example, here's what the new definition for the combustion generator looks like: Drawing The DrawBlock system has been expanded to support more block types, including generators, pumps and turrets. This means that it is no longer necessary to extend these classes for custom drawing behavior. All drawing-specific GenericCrafter subclasses (Smelter, Cultivator, ...) have been removed. In addition, all DrawBlock subclasses have been made modular. For example, this is how a smelter draw implementation can be defined on a GenericCrafter (or generator):
二代是不是压根就没做难度区分啊 新版本想借着冲劲打打成就,发现枪兵单刷暴雨几乎是不可能的啊技能模板太垃圾了,是不是联机除了箱子多没加难度啊,不开神器的情况下
你们现在上steam要开工具吗 如题,之前在外面出差的时候还是单纯的时好时不好,而且只是客户端商店进不去,好友和官网是没问题的,过年回家现在客户端商店好友都连不上,连官网都是无法连接了,是真的被墙了还是说我家地理位置不行啊,现在不开工具啥也干不了了
求各位才子帮忙想个对子 上联无敌斩斩敌无数
带哥们问个事 现在想看前几做日配去哪里看啊,b站的正版是国配不是很认可
表格下面出现十万多行空白行怎么办 如题,百度完全选删除后保存右边滑块一点没变搞得我拖动好麻烦
长时间不玩会删号的吗 rt,最近下回来发现自己号没了,已有角色里面是空的,长时间不上游戏真的会把号删了?重打也太折磨了
地狱模式存档是不是会亏热度啊 rt,强制我全开一级然后只给五热度的奖励
就泛用性而言那个元素更实用啊? 现在在刷支离破碎,不知道腐蚀电击该怎么选了
醋栗商店里面没有是什么情况 rt
火炬树桩可以加强保龄泡泡吗 rt
大哥们速救 想从微软商店买游戏,买充值卡的时候店家告诉我土耳其充值卡要代理,各位都怎么解决的啊
我的世界地下城去哪里买划算啊 看了一下只在微软市场有卖的,微软市场是不是不打折所以去国区买就行?tb就算了,应该是不想便宜二道贩子一个是不想换号但是图便宜买正版mc搞得俩微软账号恶心的一逼
问个问题 阿贝多bug是修复了吗看了一下日志也没提啊,是我单纯的菜吗
下个版本活动伏笔已经准备好了 如图
mhy真有你的 仨大宝箱放地上不让开这不是膈应人吗
能不能让骗子专业点 新主线里面这个天君这么搞还能骗人感觉在侮辱我
太空探索求助 年少无知打这个MOD现在又缺矿又缺电请问有什么解决方法吗打了几十个小时球都出不去,是不是不开无限资源MOD不能玩啊
风滚草赛季潘追僵王打发推荐 经过一番实验发现主线植物输出不够只能退而求其次拿这个赛季的糯米了,大致思路就是用叶绿素打僵王,最好留一个叶绿素拿来回转,最好的输出时机是僵王身边都是僵尸的时候
pvp相关 怎么降杯啊木杯升砖杯打不动怪了
传说中的卡潘追到底是个什么东西? RT,我原本以为是无限打僵王但是自己试了一下还是只能打三次然后又要重新刷zps,所以到底是个什么情况是我没卡成还是说就是这样,吧里有没有视频教学啊
商店bug求助 ios有脚本吗刷种子包刷的手快抽筋了
游戏卡在开始怎么破 RT
潘追攻略去哪里找? 在吧里逛了一圈发现有也是面向老玩家的,新玩家根本凑不齐阵容,想找找贫民适用的攻略,B站一搜全是国服的攻略
萌新求助 国际服的攻略从哪里看啊精华区没找到新手攻略,国服的攻略也不适用,b站也不知道看谁的视频,除了推图活动什么的一个也不知道该怎么打也太难了
下载求助 精华帖里面的ios下载方式还生效吗大佬们
进攻图攻略 新版本进攻图怎么打啊,不造兵完全打不进去,造兵又造不起,以前还可以偷家现在初始飞机也太菜了
真切希望少前2学的凤凰点而不是xcom假如学的凤凰点我们还能 真切希望少前2学的凤凰点而不是xcom假如学的凤凰点我们还能体验一下fps的乐趣
市民的属性跟什么挂钩啊,感觉现在小人都能有个6的属性,想让他 市民的属性跟什么挂钩啊,感觉现在小人都能有个6的属性,想让他们到7好提升幸福度
笔吧老哥们,我的笔记本总是因为高温降频导致玩游戏很卡,请问有 笔吧老哥们,我的笔记本总是因为高温降频导致玩游戏很卡,请问有什么方法可以加快散热吗散热板有没有用,从哪里买比较好?
开包抽到的金卡能不能替换满级卡啊还是说只能从头升级 开包抽到的金卡能不能替换满级卡啊还是说只能从头升级
现在小骷髅改怎么出装按理说bug修复也不至于进下水道怎么我打 现在小骷髅改怎么出装按理说bug修复也不至于进下水道怎么我打小骷髅刮痧呢,血辣暗灭打海民发条大屁股就比刮痧强一点,有点搞不懂出装顺序了,直奔血辣还是出先徽章啊有必要出支配打钱吗?
最近突发奇想想回坑崩崩了,去哪里能看攻略啊ui太复杂了搞不懂 最近突发奇想想回坑崩崩了,去哪里能看攻略啊ui太复杂了搞不懂要干啥
玩天朝隐身衣有必要带潜行吗?不是说隐身衣蹲下相当于隐身吗,隐 玩天朝隐身衣有必要带潜行吗?不是说隐身衣蹲下相当于隐身吗,隐身还要计算概率?
拾荒机器人的功能是要解锁的吗?我买了共产版本只能革命和无产阶 拾荒机器人的功能是要解锁的吗?我买了共产版本只能革命和无产阶级,不能捡垃圾,是不是必须把原版买了才能捡垃圾
兄弟萌是维护了吗 RT
噩梦难度速通血心怎么拆比较方便快捷噩梦开荒也太难了,四张卡我 噩梦难度速通血心怎么拆比较方便快捷噩梦开荒也太难了,四张卡我要打到猴年马月
通关前换难度影响遗产给的卡吗我现在噩梦开荒难受的想死能不能先 通关前换难度影响遗产给的卡吗我现在噩梦开荒难受的想死能不能先把难度调到简单通关之前改回来
兄弟萌,钓鱼倒了 今天终于把进度推到肉山后,我才发现钓鱼大法彻底倒了不仅掠夺鲨锯齿鲨惨遭削弱,现在肉前三匣的奖池是固定的了,肉后会替换成新的三匣,而且我感觉箱子的几率也变低了,现在再也不能肉前钓鱼肉后一波肥了
求助 我的钻石被怪抢走了,有什么办法取回来吗?
理性讨论没了老冰棍联邦各势力的走向 大家总在吵势力之间的问题,可是我想了想好像没有老冰棍铁路和义勇军都是要灭了的趋势啊假如没有老冰棍到底是学院统治联邦还是兄弟会接管联邦呢感觉没有老冰棍可能兄弟会要和学院一直打下去,没人能进去啊。
避难所求助 如何把两栋不对齐的避难所建筑的电连接起来在庇护山庄修避难所建筑结果发现通不了电
聚落建设交流 最近想研究研究聚落的建设,大家都是靠什么方法获取大量垃圾的啊,话说我看WIKI说垃圾桶可以生产垃圾,有没有哪位懂得讲解一下?WIKI还说垃圾在聚落有200的上限,是不是要经常手动分解储存的垃圾?
最近想学习一下艺术,请问去哪里能看EE SAMA的比赛呢? RT
推荐队列问题求助 浏览到一半出来个:您所在的国家/地区不允许看到此内容。这东西有没有办法解决啊?
问个问题 刀牌的新公告那张图有没有什么讯息?觉得这种画风的图很眼熟但是不知道出处在哪里
要更新了 STEAM刚出的公告,这次更新内容主要是神器系统回归,然后出了点新的装配,装备什么的,多了张地图看起来应该是一代光之子的地图,然后官方搞了个下个角色的投票
兄弟们可以回坑啦 现在开始有汉化了,这张图本来质量就高再加上有了汉化估计很快玩的人就多起来了
传送石任务求助 我做传送石任务的时候没格子,结果任务没了道具没变怎么办找宙斯也没有对话
大佬们都是去哪里找的漫画视频的 大佬们都是去哪里找的漫画视频的
什么时候秒退禁赛了? 我记得之前秒退没啥惩罚来着啊?不是就25把内秒退两次会被关进小黑屋来着吗,今天打一把看着三路崩觉着没法玩了想秒了下一把结果直接30分钟禁赛我傻了
今天打几把匹配真是把我打吐了,以前dc喷有的人是老混子我还不 今天打几把匹配真是把我打吐了,以前dc喷有的人是老混子我还不懂,练着好几把遇到人点了个大哥一局下来要么等级比辅助还低要么刷了30-40分钟打团还躲在辅助后面see,输完我还自我安慰说遇到新手了结果一查账号是14年注册的账号,意思是这么多年白活了?更恶心是这种SB分还***我高,意思现在的天梯全他妈是车队呗?都已经是deadgame你们去玩玩吃鸡这种简单无脑的游戏不好吗,DOTA又不好玩还累,你们这个逼德行还一打输一天能不能别来污染环境了打的我以为我匹配了四个人机
老咸鱼回坑现在的攻略去哪里看比较好啊,已经忘了平时该干什么了 老咸鱼回坑现在的攻略去哪里看比较好啊,已经忘了平时该干什么了
讨论下二代的剧情 不知道有没有人看了目前游戏里面的文本,小熊的剧情好像暗示二代是在一代之后发生的,一代主角组之一回来了找什么东西,不过具体是谁因为角色文本还没出也没法判别;医疗包的文本可能是暗示二代没安保这个角色了,毕竟蓝头盔也就安保这个一代角色有吧;还有就是两件异端装备文本估计是一个倒霉孩子被人分尸了,尸块被奸商整成装备了;值得一提的是我要是没记错的话红装那个牛角里面的名字应该是一代雪山关才会刷的地狱犬BOSS的名字? 不得不说二代真的有太多地方不足了,军备竞赛没了无人机直接成了花瓶完全没有提升空间;苦根没了季风难度总被秒;一代神器绿装雪花升级成了红装结果效果被削没了;浸剂也从神装变成了臭弟弟;最后,还我怀表还我56叶草一代打的爽得不行一打打一天怎么二代就拉胯了呢,那种敌我提升差距巨大的落差真的好难受一点点看着自己的伤害从一截一截掉血变成刮痧
BUILD求助 请问死灵龙怎么配装比较好,刷到至宝头了还有一个技能是尸爆的头,前期觉得挺厉害,但是一遇到有坚定的怪就歇逼,养了6亿输出的小怪打坚定怪跟挠痒痒一样
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