(6)
Modding:
#模组制作:
Option to force location types to be ownedby a specific faction. Used by adding the attributeFaction="somefaction" or SecondaryFaction="somefaction" tothe location type config. Makes it possible to create let's say locationsbelonging to the husk cult, without having to make the husk cult a part of therandom outpost assignment and create a ton of modules to support turning anyoutpost into a cultist outpost.
#增加了 一个强制某个站点类型属于特定派系的选项。可以通过在站点类型的配置(config)增加属性“Faction = ‘somefaction’"或”SecondaryFaction=somefaction‘"。这样就可以创造一个我们所说的独属于画皮教派的站点,而不用让画皮教派变成随机站点的一部分,并可以创造大量藏段来支持某个站点变成教派站点。
Fixeditem conditionals used outside StatusEffects (e.g. IsActiveConditionals,conditionals in decorative items) not being able to target the container or the"grandparent" container.
#修复了物品在状态效果(Statuseffects)之外使用的条件(比如是否活跃条件,装饰性物品的“条件")无法以容器或者“grandparent”容器为目标。
Made OnSuccess and OnUse effects usable inRepairables (previously only OnFailure effects worked).
#现在可修理的物品也可以用Onsuccess,OnUse效果了(此前只有OnFailure效果)
Changed the behavior of the HasStatusTagconditional. Preciously HasStatusTag="tag1,tag2" would mean thereneeds to be an active StatusEffect with both of those tags (which is kind ofpointless, in that case it'd make more sense to just use a single tag). Now thecondition is satisfied even if the tags aren't in the same effect (i.e. if youhave two effects active, one with "tag1" and another with"tag2").
#改动了HasStatusTag (是否有状态标签)条件判断的行为.过去 " HasStatusTag="tag1,tag2""意味着需要同时包含两个标签的状态效果(StatusEffect)生效时才会触发(这其实有点无用,特别是比起只用一个tag)。现在即使这些tag不在相同的效果里也可以触发了(也就是说如果有两个有效的效果,一个有tag1,一个有tag2,也可以生效)
Fixed StatusEffects sometimes spawningitems with an incorrect rotation. Happened when the same effect caused the itemitself to be removed, and tried to spawn other items that inherit the rotationof the item's physics body.
#修复了状态效果有时会议错误的旋转角度生成物品的问题。这是由于相同的效果导致了物品本身被移除,并尝试生成其他物品,继承了前者物理实体的旋转角度。
Fixed inability to make StatusEffects spawnthings with a fixed rotation. Confusingly, the "Fixed" rotation typemade the entity just inherit the rotation of the entity executing the effect.Now there's a rotation type called "This" which inherits the rotationof the entity executing the effect, "None" which uses the definedrotation as-is (essentially how "Fixed" should have worked)."Fixed" still works the same way as before for backwardscompatibility reasons.
修复了无法使状态效果生成一固定旋转角度的物品的问题。但令人疑惑的是,“固定”旋转类型会使得实体只是继承执行效果的物体的旋转角度。现在将有一种旋转类型为”this",即继承执行物体的旋转角度,“none"用于定义其目前状况下的旋转角度(本质上也就是”Fixed“类型本应该起到的效果),”Fixed“这个类型还是会和以前一样运作来确保兼容性。
Fixed sounds played immediately after anentity is spawned (e.g. using OnSpawn status effects) often not playing,because the sound had not been loaded yet. Now the effects wait up to 1 secondfor the sound to get loaded.
#修复了因为声音还没有被加载,本应在实体生成后立刻播放(比如使用OnSpawn 状态效果)的声音没有播放的问题。现在这些效果会等待至多1秒钟来等待声音加载。
Fixed crashing if an affliction prefabcontains stat values with a duplicate type, or multiple stat values whose typecan't be parsed.
#修复了当一个症状(affliction)的预设中包含了一个用重复类型或多种类型定义导致无法被解析的状态价值(stat values)时会导致游戏崩溃的问题。
Fixed WeldedSprites not appearing in thesprite editor.
#修复了(门)被焊接贴图没有在贴图编辑器中出现的问题。
Fixed "count" attribute notworking when a statuseffect is set to spawn a random item.
#修复了当一个状态效果被设置为要生成随机物品时,”count"属性会失效的问题。
Added SpawnPositionType.Target (spawns theentity at the position of the entity a status effect is targeting).
#增加了出身点类型-目标(SpawnPositionType.Target)(会为那个位置生成一个被状态效果选为目标的实体)
Structures can be made indestructible inthe sub editor.
#结构体可以在潜艇编辑器中设置为不可摧毁了。
Fixed OnImpact effects not working onbroken items even if the effects set AllowWhenBroken to true.
修复了OnImpack效果在损坏的物品上即使在设置为允许损坏时生效(AllowWhenBroken),也不会生效的问题。