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报告翻译问题
I made some changes on my generator weights. The blue one is very light, so I use it for expeditions. The yellow one stays at home.
Your power and wattage limit idea is interesting, but it would need mechanics the game doesn’t have yet. If that were added, wire capacity should matter too, since real households have limits on how much current can run through a given size. Something like Oxygen Not Included electric system would be amazing.
Imagine fuel generators, coal generators, solar panels, and transformers all feeding into the same grid. Add in alcohol plants from sugarcane for renewable energy. It would be great, but since this is a zombie survival game, I doubt TIS will go into that direction.
Thank you very much for your time and detailed explanation. I didn't realised how much work it would take, I understand your point of view and appriciate you work.
Only one explanation for my way of thinking... You wrote "Once you already have the best generator, what real difference would all the extra options make?" - and this is current game approach. If you have yellow one you don't need any other. I would take more balanced approach: you can have old, big, heavy, loud generator but with a lot of power range and high fuel capacity or something totally oposite - small, lightweight and quiet but with small power radius and low fuel capacity. Or something between those two :) But you have always a choice to make and simply - the best overall generator doesn't exist :).
Maybe some day developers make this happen :) Have a nice day!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554362225
Back then I changed the zombie attraction radius by modifying the item:
[code]
ScriptManager.instance:getItem(itemKey):DoParam("SoundRadius = " .. getValue(optionKey))
[/code]
Then the Java side would grab the item and radius:
[code]
// get the item
var1 = ScriptManager.instance.getItem(var2);
// get the sound volume
var11 = var1.getSoundVolume();
// make the zombie noise
WorldSoundManager.instance.addSoundRepeating(this, PZMath.fastfloor(this.getX()), PZMath.fastfloor(this.getY()), PZMath.fastfloor(this.getZ()), var10, var11, false);
[/code]
[code]
int runningZombieRadius = this.getSandboxValue("GeneratorTweaksSound.RunningZombieRadius", 20);
int runningZombieVolume = this.getSandboxValue("GeneratorTweaksSound.RunningZombieVolume", 20);
int x = PZMath.fastfloor(this.getX());
int y = PZMath.fastfloor(this.getY());
int z = PZMath.fastfloor(this.getZ());
WorldSoundManager.instance.addSoundRepeating(this, x, y, z, runningZombieRadius, runningZombieVolume, false);
[/code]
Your idea would give more flexibility but also add complexity and create dependencies on other mods, since we would lose the ability to manage everything through mod options.
Your approach would also require changes to the InventoryItem class, which is used everywhere and its very unstable.
For now, the current system is easier to configure and keeps things simple. It is just value -> effect, as straightforward as it gets.
In short, your idea is solid, but the implementation effort would outweigh the benefits.
Once you already have the best generator, what real difference would all the extra options make?
That said, it is not a bad idea. Maybe someone with more time could take it on.
Someone who enjoys the inner workings of generators and wants to make them as realistic as possible.
I really like your idea to customize generators. Correct me if I am wrong, but if I understand correctly all customized parameters are exact the same to all types of generators. Could it be possible to set different customized parameters (generator degradation, condition, backfires, catastrophic failures, repair options, sound range, power range, condition etc.) to different types of generators? It would make each type of generator more unique and provide more diverse gameplay... What do you think?