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Unfortunately, some of what you say goes against the grain of the design goals and issues for this thing:
Problem A: not all users have an abundance of hyperweave.
Solution A: a lootable device that uses less hyperweave to produce protosuits
Problem B: the refuelable comp only allows for one source, no components
Solution B: reduce unintended economic profit with breakdowns
Problem C: decreasing benefit to finding printers in ruins (like getting 12 chemfuel in a sealed container)
Solution C: see Solution B
Problem D: increasing breakdowns is an unusual quirk
Solution D: Make it a chemfactory-like dispenser with limited lifespan, and when three suits are dispensed, transmogrify it into a building you can only deconstruct? <-- We are here
Crew: all-around useful (perhaps add slight global work speed bonus?)
Pilot: frontline combatant (better blunt defense, the importance of this cannot be understated)
Dress: diplomacy
Sealed: science
However, I don’t intend to differentiate them massively so that the user can pick the design they like the most. This is also the reason why “stuff” materials don’t have a massive effect on the bonuses.
Also, the dress suit has more social impact than the crew suit (and less armor value), for the same gold material amount and 10% less work to craft.
There are no standard rules for balance, so this is just my thinking: should the dress suit require more gold, maybe 25 gold? And add maybe +10% piloting to the pilot suit?
Overall, I'm not sure what the purpose of the crew suit is. Maybe switch the gold material for steel or plasteel, remove the social impact, and add global work speed +10%?
These thoughts are only because I don't understand your concept for the suit roles.
30%, just 2% less than vacsuits.
Higher layers can increase vac safety: dress flak vests give 10%, and recon armor is also 30%.
As dress flak vests only take up the middle layer, with their usage you can wear dusters or capes in space and be perfectly comfortable. As the graphic says, though, don't forget a helmet.
> Why is this compatibility update so late?
Checkout the "Spawn Things" list, and you'll find a "HypermeshPrinter" that automates the process of creating protosuits out of hyperweave. My original intention was to add a quest to loot an old "federation" ship wreck for such a device and gain some nifty suits early on, but as it turns out, making a quest is very hard. I sunk more and more time into the quest-making, and here we are.
Oof, that's a major issue! I did confirm everything was working locally after updating to be compatible with SOS2EXP's latest form of decompression / hypoxia effects, but it may be that SOS2 2.7 is slightly different from SOS2EXP. I'll confirm and update when I figure things out.
@Jet
Pilot / Crew suits were added a while back, and Biotech children suits were added relatively recently.
Thanks!
Fixed! I feel rather bone-headed for not figuring out what you were talking about earlier. A single jump into Fireworks or Photoshop would have revealed the problem...
Good call re: local vs. uploaded versions. However, I still can't find an issue. Is your Rimworld version 1.5?
Thanks for the report! I haven't been able to reproduce what you're experiencing yet, but I've seen similar behavior when I saved PNGs with the wrong bit depth in an attempt to see if I could decrease their filesize. Below is the screenshot I just took with SOS2 and Vanilla Expanded Framework mods active.
https://imgur.com/AY4y2iK
Could you get back to me in the Troubleshooting discussion with which body types aren't showing up correctly, and perhaps a mod list?