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缺氧正式版更新内容汇总

发布时间:2020-05-09 09:23 来源:bilibili  作者:Xheepey87

 

缺氧正式版更新了什么内容?本作于5月7日更新了游戏的正式版本,下面就为大家分享正式版的更新内容汇总,一起来看看吧。

首先是对这次公告的简单总结:

① 这次更新主要是修复bug,添加色盲模式,对自动化包的内容进行简单的补充和调整

② Klei的缺氧团队受到在家工作的影响,这次更新延迟了一天发布,但还不确定后续更新会不会受到影响(疯狂暗示)

以下是这次更新的全部内容

Features and Changes

特点和调整

• Add Protanopia and Deuteranopia color blindness modes.

添加了红色盲和绿色盲模式

• Added Feedback button below patch notes as shortcut to feedback options.

在补丁说明下添加了可以快捷反馈的反馈按钮

• Mod and Crash Screen Improvements:

模组和崩溃界面改进:

◦ Mods Screen button says "Browse" instead of "Subscription" for local mods. Hitting the button always opened a folder to the local directory, now the text matches that

对于本地模组,模组界面按钮会显示"浏览"而不是"订阅"。点击按钮是会打开本地文件夹,现在文本与之一致了

◦ Hook up new art for crash report screen

接入了崩溃报告界面的新贴图

◦ Enable/Disable all mods button on ModsScreen

模组界面中启用/禁用全部模组的按钮

◦ Errors encountered while mods are installed will now bring up an error dialog.

有模组安装时出现错误会显示一个关于这个错误的对话框

◦ Fix localization on the error screen

修正了错误界面的位置

◦ Error screen now has a "MORE INFO" button that reveals the callstack, and a copy to clipboard button

错误界面现在有了"更多信息"按钮,这个按钮可以显示调用栈,还有一个可以复制到剪贴板的按钮

◦ Mods referenced in the stack trace will be disabled by default (unless they are dev mods).

默认下,模组在堆栈中的记录会被禁用(除非是开发者模组)

◦ Disable mods that are non-dev mods when they fail to load, even if other mods are dev mods. This was causing infinite loops for mod creators when a mod was crashing that had nothing to do with what they were developing

当非开发者模组加载失败时,即使有其他开发者模组,非开发者模组也会被禁用。在这之前对于模组制作者来说会导致一个无限循环,当模组崩溃时,对于正在开发的部分他们束手无措

◦ Mods can be disabled or enabled directly on the error screen.

模组可以直接从错误界面禁用或启用

• Under the hood, Timer Sensor now counts Logic Ticks rather than Time.time, which will make them more accurate and better at staying in sync with each other.

在代码内部,时间传感器现在用Logic Ticks计数而不是Time.time,这会使得传感器更精确并保持彼此同步

• Counter Sensor improvements:

计数传感器改进:

◦ Add "Advanced Mode" toggle to Counter sidescreen. Advanced Mode performs a % on the count, rather than a direct comparison, allowing for actual binary counting.

可以在计数器侧窗中调整为"高级模式"。高级模式对计数器执行%操作(取余),而不是直接比较,可以实现实际的二进制计数

◦ Advanced Mode: sends a Green Signal only for one logic tick, rather than continuously.

高级模式:仅输出一次瞬时的绿色信号,而不是持续输出

◦ Standard Mode: After its initial 0, Counter Sensor sidescreen displays its count as "10" rather than 0.

标准模式:不算最初的0,计数器侧窗会显示它计数为"10"(或者设定值)而不是0

◦ Counter sidescreen visual polish.

改善了计数器侧窗的样式

◦ Improved counter's reset behavior to be more reliable.

改善了计数器的重置行为,是指更可靠了

• Added some new hammer strike sounds

添加了一些新的敲击器敲击音效

• New logic gate sounds, changes and remixing

新的逻辑门音效,调整和混合

• Sweepbot Station contents are always marked for clearing - similar to user marked sweeps on floor ore. This allows their storage priority to be set right on the Sweepbot Station

扫扫基站的内容物永远是被标记为清扫的——类似玩家标记地上的矿石是需要清扫的。这可以使基站中的内容物的优先度可以根据基站进行校正

• Notifier sidescreen now has tooltips for the three notification types.

通知器现在有了三种消息类型的悬停提示

• New !! icon for VERY BAD notifications

通知器新的"!!"图标,对应"非常糟糕"的消息

• OR and XOR gate backpieces shaped to look more like their symbols.

或门和异或门的背板形状看上去更符合它们的符号了

• Add Copy Settings button to Signal Switch, Power Switch, Ribbon Reader, Ribbon Writer.

对信号开关,电力开关,线组读取器,线组写入器添加了复制设置按钮

• Counter Sensor description updated to make it more clear that it resets on the next signal after reaching max count.

计数传感器描述更新,是指对于,达到最大计数后再接收到信号后重置,更清楚了

• Add localized string for "Reported Error" confirmation dialog

添加了关于"报告错误"确认对话框的本地化文本

• Ore chunks show their element description if necessary in Sweepy/receptacle side screens. Player visible debug message removed.

如果有必要,矿石块会在扫扫机器人或容器的侧窗中显示元素描述。移除了玩家能看到的调试信息

• Revised description of the Feedback window

修改了对于反馈窗口的描述

• If world generation fails it displays an error message instead of continuing to selecting starting Duplicants

如果世界生成失败,那么会显示错误信息而不是继续让你选开始的复制人

• World generation will no longer retry with a new seed if a seed fails. This means that errors in worldgen will cause failures instead of silently changing the seed in the background.

就算一个种子在世界生成时失败了,也不会用一个新种子重试。也就是说,在世界生成的错误会导致失败而不是偷偷地改变种子

• Fixed world generation failing on some seeds resulting in a world filled with Abyssalite. This was reported primarily on Volcanea Asteroids but it could happen on any asteroid type with world traits.

修复了使用一些会导致世界充满深渊晶石的种子世界生成失败的问题。这主要发生在火山星体上,也可能发生在任何有世界特质的星体上

◦ Note: due to the combination of the above two fixes, a small number of seeds have been changed where previously that seed would fail on the first try and then succeed. This will not affect the vast majority of seeds.

注:由于上述两个修复,之前第一次尝试生成世界会失败而之后又成功的少数种子会发生变化,但大多数种子不会受到影响

• Medical Cot severity slider requirement default is set to 70%.

医疗床默认严重性需求为70%

Fixes

修复

• Further fixes for constructions getting dragged around during autosave and when the Notifier triggers

进一步修复了建筑在自动存档期间或通知器触发时被拖得到处都是的问题

• Fixed building toggle errands not being saved.

修复了切换建筑任务不能被保存的问题

• Fix rocket module meters not matching the offset of their parent module

修复了火箭舱计量表不与舱体匹配的问题

• Fix crash when deconstructing a tile

修复了拆除砖块时产生的崩溃

• Counter Sensor defaults to the "off" anim state when first built.

计数传感器最初建成时默认动画状态为"关闭"

• Counter Sensor no longer sends Green Signal for its initial "zero" state, making daisy-chaining possible without requiring to reset.

计数传感器在初始的"0"状态下不会输出绿色信号了,使得菊链式连接(串联)在不需要重置的情况下成为可能

• Copy Settings works correctly for Liquid Reservoirs and Gas Reservoirs

复制设置对于储液库和储气库能正确运作了

• Signal Switch and Circuit Switch sidescreens now scale correctly with UI scaling.

信号开关和电闸的侧窗现在会根据界面缩放正确地缩放了

• Signal Switch now initializes in the right animation based on whether it's on or off, instead of always defaulting to off.

信号开关现在会根据开或关对动画进行正确的初始化,而不总是默认为关

• Signal Switch no longer says it requires Duplicant operation.

信号开关不再显示需要复制人操作了

• Control Inputs on the Signal Selector/Signal Distributor now only read from the first bit of an Automation Ribbon.

在信号选择器/分配器上的控制输入端现在只会读入线组的第一位了

• Canister emptier no longer shares auto-bottle strings with bottle emptier

空罐器不再与空瓶器共用"自动装瓶"文本了

• When paused, multiple Signal Switches/Circuit Switches can be toggled at a time, and general improvements to the functionality of the player controlled toggle sidescreen.

当暂停时,可以同时切换多个信号开关/电闸了,并对玩家控制的侧窗功能进行了整体改进

• Automation Ribbon Bridges now correctly de-tint if they are offscreen when the Automation Overlay is closed

如果信号线组桥在屏幕之外并关闭自动化概览,其用于突出显示的着色会被去除了

• Light audio mix and performance fixes around creatures

修正了在小动物周围轻音频混合和性能

• Fixed issue allowing for 2 Sweepys to be produced for the same base station

修复了扫扫基站会产生两个机器人的问题

• MOTD strings can now be translated by Language Mods

每日信息文本可以被语言模组翻译了

• Sweepy fixes:

关于扫扫机器人的修复:

◦ Refined metal for sweepy production will no longer be cleared from the Sweepy base station as if it were swept clutter. This should fix some infinite delivery loops with the sweepy station.

用于生产扫扫机器人的精炼金属不会像杂物一样从扫扫基站中被清除出去了,这将修复一些关于扫扫基站的无限循环运送的问题

◦ Improved Sweepy status item when trapped

改进了扫扫机器人被困住时的状态信息

◦ Fixed empty status item for Sweepy. Added status items for common states. Added placeholder string to base station description to describe emptying behavior.

修复了扫扫复制人的空状态信息,添加了常规状态的信息,在扫扫基站的描述中添加了占位文本来描述空状态

◦ Fixed the dying animation sometimes being interrupted by the idle animation.

修复了死亡动画有时会被闲置动画打断的问题

◦ Fixed bug allowing Sweepy to magically change the temperature of things swept.

修复了扫扫机器人能神奇地改变它扫起来的东西的温度的问题

• Fix some instances of dupes still carrying on conversations after death.

修整了一些复制人在死亡后仍能进行交谈的情况

• Fix crash when a dupe greets another dupe right as they're dying.

修复了当复制人正和另外一个复制人打招呼时恰巧他死了而引起的崩溃

• A couple fixes for trying to retrieve the schedule of a dead dupe.

修复了几个关于尝试检索死亡复制人的日程表的问题

• Fix crash when a critter dies right before they get wrangled.

修复了当小动物被捆住之前死亡而引起的崩溃

• Fix crash when a building or plant is destroyed while its room is being updated.

修复了当建筑或植物被摧毁的同时,其房间状态被更新而引起的崩溃

• Fix achievement crash for very old saves.

修复了非常旧的存档中的成就崩溃

• Fix retry-loop when a translation mod becomes enabled somehow.

修复了当翻译模组以某种方式被启用时的无限重试问题

• Prevent softlock when a modal dialog is rendering behind the crash report screen.

阻止了当对话框被渲染在崩溃报告界面之后而产生的软锁

• Separate limits for sliders and text input fields in sandbox tools. Should allow very negative heat gun values and prohibit <1 brush size values.

分离了沙盒工具的滑块和文本输入框的限制,这将允许出现负值很大的热枪并阻止出现刷子大小小于1的情况

• Sandbox brush size limited to 50

沙盒刷子大小限制为50

• Sandbox settings revert to default settings if the saved data is not applicable (update IDs loaded in base game). Mass, temperature, and brush radius values are better clamped.

如果沙盒工具保存的设置数据不适用,那么将恢复为默认设置(更新游戏中加载的ID)。质量,温度,刷子大小固定得更好了

• Further fix for refunding secondary materials from construction when a building is replacing itself

进一步修正了当建筑更换自身时从建筑中退还的第二材料

• Tweaks to the Reader/Writer and Ribbon art to overlap better and display the proper animations

调整了读取器/写入器和线组的贴图,一遍更好地重叠并显示正确的动画

• Wheezewort description updated

更新了冰息萝卜的描述(关于花盆的)

• Sweepy Recharge description updated

更新了扫扫机器人的充电描述

• Fixed blank status item for Sweepy moving to charging station

修正了扫扫机器人移到基站充电的空白状态信息

• Make "Infinity" and "-Infinity" translatable.

"Infinity"(无限)和"-Infinity"可翻译了

• Add closing color tag to privacy policy description

添加了隐私政策描述关闭的颜色标签

• Fix sandbox backup save file path on non-Windows machines

修正了沙盒备份存档文件在非Windows系统上的路径

• Potentially fix broken "Browse Log Files" link for Linux

潜在地修复了Linux系统损坏的"浏览日志文件"链接

• Fix color for red duration tooltip on Timer details screen

修正了计时器细节界面中的红色时段悬停提示的颜色

• Hover tooltips properly use selected color mode for logic description strings

对于逻辑描述文本,悬停提示会正确地使用选择的颜色模式

• Duplicants can no longer get the "Pacifist" trait if they have a Digging interest. This prevents the bug where their stats would reroll if they ever had both Digging interest and Pacifist.

有挖掘兴趣的复制人不再获得"和平主义者"特质,这将阻止曾经同时有挖掘兴趣与和平主义者的复制人的属性会重新设置的问题

• Door toggle buttons once again animate while waiting for a Duplicant to perform the action

门状态切换按钮当等待复制人执行操作时又有动画了

• Remove duplicate "Tutorial: Scheduling" entry from the codex

移除了数据库中重复的“教程:日程安排”条目

• Fix typo in Pip codex entry

修正了树鼠数据库条目中的拼写错误

• Weight plates now properly detect when an element solidifies directly on top of them

当有物质直接在压力板上凝固时,压力板也能正确地检测了

• Fix crash when creature dies while it's laying an egg

修复了小动物在下蛋的时候恰好死了导致的崩溃

◦ Also cleanup the inactive egg left in the scene

也清除了留在那里的无效的蛋

• Fix old hack that had sweepers always drop their contents on load. This was to stop them from putting their current contents into an unrelated fetch. Now the arm drops everything only if its new fetch doesn't match the current request

修复了自动清扫器总会掉落装载的内容物的遗留问题。这是为了阻止清扫器把当前的内容物放到一个不相干的获取区,现在清扫器仅当新的获取区与当前的要求不匹配时才会掉落所有东西

• Fix unrelated entities taking on mass when combining same elements on a cell

修复了在同一格子中组合相同物质时不相干的物体也会增加质量的问题

• Fix crash when a sweeper has to drop an item

修复了清扫器掉落物品导致的崩溃

• Fix Counter not changing output signal when receiving reset signal

修复了计数器在接收到重置信号时不会改变输出信号的问题

• Fix inconsistent Timer Sensor behaviour dependent on framerate

修复了时间传感器依据帧率导致计时不一致的问题

◦ This will reset all timer sensors for save files currently on the preview branch.

这会重置现存的所有之前存档的时间传感器

• Fix strange input if a mouse button was clicked twiced in a frame. This caused the area measurement numbers to stick around, "phantom" constructions, and other oddities.

修复了一个奇怪的输入问题,当鼠标按钮同时点了两下时发生。这之前会导致区域格子的衡量数据卡得到处都是,出现"幻象"建筑,还有其他奇怪的东西

• Properly load localized string keys for Sweepy status messages

可以正确地加载关于扫扫机器人状态信息的本地化文本关键字了

• Fixed Auto-Sweepers sometimes dropping their contents before their errand was actually finished

修复了自动清扫器有时在任务实际完成之前就会掉落内容物的问题

Optimizations

优化

• Removed validations in our arrays which were were taking up over 5% of the frame

移除了我们数组中的验证,这将提高5%的帧数

• Minor optimize to ConduitFlow

稍微优化了管道流动

• Bridge optimizations save about 3% of the frame when a steady stream of elements are passing through conduit bridges

管桥优化,当物质能平缓地通过时提高3%的帧数

• Reduce memory usage during save:

减少了保存时的内存使用:

◦ State Machines don't allocate extra memory

状态机器不再分配额外的内存了

◦ Compress save data directly into the filestream instead of using a separate buffer

将存档数据直接压缩到文件流中,而不是使用一个单独的缓冲区

◦ Move our serialization of the Sim directly into our primary buffer

将我们的模拟序列直接移到我们的主缓冲区

◦ Estimate our deserialization buffer capacity based on last load or save

根于上一次加载或保存来估计我们的反序列缓冲区容量

• Save ~1% frame time when setting animation symbol overrides

当设置动画的符号进行覆盖时,节省了大概1%的时间

• Reduce memory usage when saving numbers. And there are a lot of numbers in this game...

降低了保存数字时的内存使用量,而且这游戏数字可多了啊……

• Reduce memory usage for writing out encoded strings

降低了输出编码字符串的内存使用量

• Reduce Report Manager memory usage while saving

降低了保存时报告管理器的内存使用量

• Slight improvement to the speed of the algorithm for fetch errands

稍微提高获取任务的算法速度

• Slight improvement to the speed of data lookup for fetch errands

稍微提高获取任务的数据查找速度

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