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== File: data/codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Chinese (Simplified) ! * |- |Goals |目标 | |- |Research Blight |研究枯萎 | |- |Extract and Research Blight Gas |提取并研究枯萎气体 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>Research Blight</> <bl>Extract and Research Blight Gas</> <hl>Blight Extractor</> <img image="Main/textures/icons/components/component_blightextractor_01_s.png" width="64" height="64"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><hl>Blight Gas</> Position your units with blight extractors into the area of blight so that they may extract the gas <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>Blight Gas Containment</> Blight gas cannot be held in normal inventory slots. Extractors have a special chamber for containing the gas. <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> In addition there are components specifically designed to contain blight gas. <img image="Main/textures/icons/components/component_blightcontainer_01_i.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_s.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_m.png" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>研究枯萎</> <bl>提取并研究枯萎气体</> <hl>枯萎提取器</> <img image="Main/textures/icons/components/component_blightextractor_01_s.png" width="64" height="64"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><hl>枯萎气体</> 将配有枯萎提取器的装置放在枯萎区域以提取枯萎气体 <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>枯萎气体存储</> 枯萎气体不可置于正常的库存槽位中。枯萎提取器中的特殊腔室可用于存储枯萎气体。 <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> 此外,枯萎气体还可以使用专用组件进行存储。 <img image="Main/textures/icons/components/component_blightcontainer_01_i.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_s.png" width="64" height="64"/><img image="Main/textures/icons/components/component_blightcontainer_01_m.png" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |A <hl>blight</> seems to be corrupting the planet. Electrical interference prevents entry. We would need to research it more if we wanted to enter... |<hl>枯萎</>似乎在不断腐蚀着这颗星球。电子干扰让我们无法进入。要想进入,就需要进行更深入地研究... | |- |Virus Protection |病毒防护 | |- |You have been infected with a virus and must make yourself some protection |你感染了某种病毒 必须采取防护措施 | |- |You have contracted what seems to be a proximity based self-replicating virus. Effects are unknown but I have manufactured a component that gives you temporary protection from the virus. You can produce the component in the assembler. In the meantime keep the infected unit away from other units to avoid more infection. |你感染了一种可近距离传染和自我复制的病毒。病毒的影响尚不明确,但我已经制造出了一种组件,可以暂时保护你免受病毒的侵害。 你可以使用装配机生产这种组件。同时,一定要让受感染的装置远离其他装置,以免造成更多感染。 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/components/virus_cure.png" width="64" height="64"/><header>Virus Protection</> <bl>Manufacture a component giving protection from the virus</> <img image="Main/textures/codex/ui/line_h1.png"/> Units infected with the virus should stay clear of other units so as not to infect them. The virus has unknown effects that can be harmful so building protection should be high priority. <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Virus Protection Recipe</> <img image="Main/textures/codex/items/virus_protection.png"/> You should now have a recipe in your Assembler for simple protection from the virus however researching the Virus may lead to new technology. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/components/virus_cure.png" width="64" height="64"/><header>病毒防护</> <bl>制造一种能够防护病毒的组件</> <img image="Main/textures/codex/ui/line_h1.png"/> 感染了病毒的装置应当远离其他装置,以免交叉感染。该病毒的有害影响尚不明确,因此应高度重视建筑保护。 <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>病毒防护配方</> <img image="Main/textures/codex/items/virus_protection.png"/> 现在,你的装配机中应该有了一份简单的病毒防护配方,但研究病毒或许会为我们带来新技术。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Codex |手册 | |- |Automation |自动化 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>AUTOMATION OVERVIEW:</> <bl>There are </><hl>Multiple Systems</> <bl>of</> <hl>Automation</> <bl>for your units and production.</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS NETWORK</> <img image="Main/textures/codex/ui/line_h1.png"/> This <bl>Network</> is the most basic and most hands-off system of automation. It is a <bl>Network</> that is present anywhere that there is a <hl>Power Grid</>. So long as any Unit has its Logistics button turned ON, it is connected to the Network. Units connected to a Network will operate within that Network without any direction from the Player. <gray>Note: There is a Logistics Network Menu with options if the player wants added control. Left click the logistics button to view this menu.</> <hl>Automation 2:</> <bl>PARAMETERS</> <img image="Main/textures/codex/ui/line_h1.png"/> Using Parameters (e.g. Goto, Store) is a more specified or directed way of automating units. Setting a Parameter on a unit tells that unit exactly where you want it to go or exactly where you want it to deliver items. <hl>Automation 3:</> <bl>BEHAVIORS</> <img image="Main/textures/codex/ui/line_h1.png"/> Behaviors are the most specific method of automation. The player can give an individual unit or building a behavior controller that can be programmed with a specific set of instructions. <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>Recommendation for NEW Players:</> 1) Read about the <hl>Automation 1:</> <bl> Logistics Network</> in the Codex and learn to toggle your Units on and off the Network. <bl>Let the Network be your primary automation until you gain more familiarity with the systems.</> <gray>(Leave the Logistics Menu until later once you are accustomed better to how the system operates.)</> 2) Read about <hl>Automation 2:</> <bl>Parameters</> and start to add the basic <bl>Parameters: Goto and Store</> as secondary automation to your Network. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化概述:</> <bl>游戏中有</><hl>多个</><bl>用于装置和生产的</><hl>自动化系统</><bl>。</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>自动化系统1:</> <bl>物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> 该<bl>网络</>是最基础、最便捷的自动化系统。 该<bl>网络</>可以在任何有<hl>电网</>的地方存在。只要装置的“物流”按钮为“开启”,就代表已经连接到该网络。 连接到网络的装置将在该网络内运行,无需玩家发出任何指令。 <gray>注意:如果玩家想要更多控制,可使用物流网络菜单中的各种选项。左击“物流”按钮即可查看该菜单。</> <hl>自动化系统2:</> <bl>参数</> <img image="Main/textures/codex/ui/line_h1.png"/> 使用参数(如“前往”、“存储”)可以更加直观、具体地实现装置自动化。 设置某一装置的参数相当于告诉该装置你想让它去哪或者你想让它将物品送往何处。 <hl>自动化系统3:</> <bl>行为</> <img image="Main/textures/codex/ui/line_h1.png"/> 行为是最具体的自动化方式。玩家可以为单个装置或建筑配备可以使用具体指令集进行编程的行为控制器。 <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>新手建议:</> 1) 阅读手册中有关<hl>自动化系统1:</><bl>物流网络</>部分的内容,学习如何连接和断开装置的网络。<bl>将该网络设为你的首选自动化系统,直至你熟练掌握该系统。</> <gray>(在你熟悉了系统的运行方式之后,再去使用物流菜单)</> 2)阅读<hl>自动化系统2:</><bl>参数</>部分的内容,开始添加基本<bl>参数:“前往”和“存储”,</>将其作为网络的二级自动化系统。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 1: Logistics Network |自动化系统1:物流网络 | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS NETWORK</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/> The Logistics Network button is located next to the Power button of each Unit. <Key action="ExecuteAction" style="hl"/> on the Network button to <hl>Toggle</> the Network connection ON and OFF. <Key action="SelectAction" style="hl"/> on the Network button to <hl>Open</> the <bl>Logistics Settings Menu</> <gray>The Logistics Settings allow for deeper control of the Network and will be explained more later.</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>Network Connection is the most basic form of Automation, the following does not require any activity from the player, it's an explanation of how the Logistics Network functions automatically.</> <bl>Connecting a unit to the</> <hl>Logistics Network</> <bl>allows it to fulfill item requests for other units called</> <hl>Orders</>. When a component requires an item it will make an <hl>Order</> on the logistics network for that item. Available units will fulfill this request by: 1) picking up the <hl>Order</> 2) sourcing the required <bl>Item</> from within the logistics network 3) delivering the <bl>Item</> automatically <hl>Example:</> a fabricator that is trying to produce metal bars will request metal ore, another bot may pick up that metal ore from a nearby storage facility and then deliver it to the fabricator. * NOTE: Units on the same <hl>Power Grid</> are connected to the same <bl>Logistics Network</>. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Additional Details Regarding Network Connectivity</> * <bl>Connecting a unit to the logistics network makes its inventory available to other units on the network.</>. * Requested items are reserved so other orders do not use them before being picked up. * Empty space at the destination is also reserved for delivery. If there is no free space to make the reservation an order is not created until space is available. If a unit has no space to carry the item it will also not pick up that order. Orders will only be delivered up to one item stack at a time and are only sourced from one location at a time, so an order requesting several items may require multiple trips if items are scattered across buildings. <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Certain actions, such as dragging items between units, will create a</> <hl>Direct Order</> <bl>which is higher priority than normal orders.</> <hl>Orders and Preference</> If a moveable unit is a source or destination for that order then it will prefer for that unit to perform the order. While it is a convenient way to deliver items, on larger power grids it can be very inefficient. For better optimization consider using <hl>Behaviors.</> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化系统1:</> <bl>物流网络</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/>“物流网络”按钮位于各装置的电源按钮旁边。 网络按钮上的<Key action="ExecuteAction" style="hl"/>可<hl>切换</>网络连接的“开启”和“关闭”状态。 网络按钮上的<Key action="SelectAction" style="hl"/>可<hl>打开</><bl>物流设置菜单</> <gray>物流设置可让你进行更深层次的网络控制,具体将在稍后说明。</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>网络连接是最基本的自动化形式,以下为物流网络自动运行的说明,无需玩家采取任何操作。</> <bl>将装置连接到</><hl>物流网络</><bl>后,该装置即可完成其他装置的物品请求,称作</><hl>订单</>。 当某个组件需要某件物品时,就会在物流网络上生成该物品的请求<hl>订单</>。 可用装置将按照以下步骤完成该请求: 1) 接受<hl>订单</> 2) 在物流网络内采购所需<bl>物品</> 3) 自动配送该<bl>物品</> <hl>例如:</>当一台要生产金属棒的制造机发出金属矿请求后,另一个机器人将从附近的存储设施中取出其所需的金属矿,并运送给制造机。 *注意:同一<hl>电网</>上的装置将连接到同一<bl>物流网络</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>有关网络连接的其他详情</> *<bl>将一台装置连接到物流网络可以让该网络上的其他装置共享其库存。</> *请求的物品将被保留,因此在取出这些物品前,其他订单不会再使用它们。 *目的地的闲置空间也将被保留,以供配送使用。如果没有可供预留的空间,则在空间充裕之前不会创建订单。 如果装置没有空间运送物品,则不会接受订单。订单一次最多只能交付至一个物品堆,并且一次只能从一个地点采购,因此,如果物品散布在建筑中,一个请求多件物品的订单可能需要多趟运送。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>部分操作,如在装置之间拖动物品,将会创建</><hl>直接订单</><bl>,该订单的优先级高于其他普通订单。</> <hl>订单及偏好</> 如果一个可移动装置为该订单的来源或目的地,则该装置将优先执行该订单。 虽然这种配送方式非常方便,但在更大的电网上,其效率可能会非常低。为了更好地进行优化,可考虑使用<hl>行为</>系统。 <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Automation 1: Logistics Menu |自动化系统1:物流网络菜单 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 1:</> <bl>THE LOGISTICS MENU</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/> The Logistics Network button is located next to the Power button of each Unit. <Key action="SelectAction" style="hl"/> on the Logistics Network button to Open the <hl>Logistics Settings</> Menu <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>Channels</> There are 4 Channels you can assign a Unit or Building to. Units only interact with units that are also on the same channel. You can have a unit only supply or only receive items on their networks. <hl>Priority</> Orders requested by this unit are set to high priority and will be completed first. <hl>Carry out Orders</> Units carry out orders of the logistics network by default. Untick this box if you want units to be on the network without carrying orders. <hl>Only Item Transporters</> With this box ticked robots will not carry out orders for this unit, only Item Transporter components will pass items. <hl>Transport Route</> Continually pick up from <hl>Goto</> and deliver to <hl>Store</>. This requires both <hl>Goto Register</> and <hl>Store Register</> to be set. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化系统1:</> <bl>物流菜单</> <icon icon="icon_carry" width="40" height="40"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/logistics.png" width="80" height="40"/>“物流网络”按钮位于各装置的电源按钮旁边。 物流网络按钮上的<Key action="SelectAction" style="hl"/>可打开<hl>物流设置</>菜单 <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>通道</>:你可以为装置或建筑指定4种通道。装置只会与同一通道上的装置交互。你可以将一台装置设置为仅供应或仅接收网络上的物品。 <hl>优先级</>:该装置请求的订单将被设为高优先级,且将最先执行。 <hl>执行订单</>:默认情况下,装置会执行物流网络上的订单。如果想让网络上的装置不执行订单,可取消勾选该选项。 <hl>仅限物品运输器</>:勾选该选项后,机器人将不会再为该装置执行订单,只有物品运输组件才会运送物品。 <hl>运输路线</>:持续从<hl>前往</>寄存器取货并运送至<hl>存储</>寄存器。该操作需要同时设置<hl>前往寄存器</>和<hl>存储寄存器</>。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 2: Parameters |自动化系统2:参数 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 2:</> <bl>PARAMETERS</> <bl>Parameters are simple</> <hl>contextual</> <bl>settings that tell your unit or component how to operate.</> There are two main types of Parameters: <hl>Unit Parameters</> and <hl>Component Parameters</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>Unit Parameters</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| SIGNAL | VISUAL | STORE | GOTO |</> <img image="Main/textures/codex/ui/line_h1.png"/> Selecting a <bl>Parameter</> will bring up a panel with available values for that component. A <bl>Parameter</> can be cleared by clicking with the <Key action="ExecuteAction" style="hl"/> on it or linked to another Parameter by dragging a line from one Parameter to another. A link forwards a value of a Parameter into the target Parameter allowing you to pass information between components. Remove a link by recreating the same link. You can send the value of a Parameter to another unit by using <hl>Signals</>. You can also copy the value of a Parameter to another by holding down the <hl>Control Key</> while dragging. Each unit has a set of four general purpose Parameters with extra functionality associated with them. <icon icon="icon_context"/> <hl>Goto</> is a general purpose <bl>Parameter</> that can be set by clicking with the <Key action="ExecuteAction" style="hl"/> and represents the current focus of your Unit. If this is set to something in the world the unit knows how to interact with then it will focus on doing that interaction such as picking up an item or opening an explorable structure. If the goto unit is mobile a bot will try to follow it. <icon icon="icon_home"/> <hl>Store</> binds one Unit to another. If Store points to another unit or building, it will go there and transfer its inventory when it is idle. The store Parameter can be set by pressing <hl>Ctrl + </><Key action="ExecuteAction" style="hl"/> over an entity in the world, or cleared when there is no entity. <icon icon="icon_vision"/> <hl>Visual</> Parameter will display in the gameplay view when you have visual overlays enabled. You can use this to provide yourself with a visual clue as to work the Unit is performing. A useful technique is to link a production component Parameter to the visual Parameter to know what is being produced inside that Unit. <icon icon="icon_signal"/> <hl>Signal</> Parameters are an easy way to send information to other units. It can be read via a <hl>signal reader</> component. <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[ GOTO ]</> If you set the <bl>GOTO Parameter</> <img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/> to another unit it will follow that unit. You can set it by either <hl>Dragging</> from the <bl>GOTO Parameter</> to the Unit, or clicking the <Key action="ExecuteAction" style="hl"/> on that Unit. <img image="Main/textures/codex/automation/goto_set.png"/><img image="Main/textures/codex/automation/home_follow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ STORE ]</> Setting the <bl>STORE Parameter</> to a Building on a Unit will make that unit store all its items on that building. <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>In the example above when the Unit has filled up from mining it will take it to the Building and empty its inventory, then go back to mining.</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ Transfer ]</> Setting the <bl>STORE Parameter</> of one building to another will have units on the network move items to the store building. <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ TRANSPORT ROUTE ]</> If the Transport Route in the Logistics Network Menu is checked: <img image="Main/textures/codex/menushots/transport_route.png"/> <gray>( more about the menu in Codex entry Automation 1: Logistics Network Menu)</> <hl>[ Pickup and Store ]</> If you set the <bl>GOTO Parameter</> <img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/> to another unit and the <bl>Transport Route</> is 'Checked', it will pick up items from that unit. If you set the <bl>STORE Parameter</> <img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/> to another unit it will Store or Drop off items in that unit. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>Component Parameters</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Certain</> <hl>components</> <bl>will have Parameters that when set will activate the functionality of that component</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>Mining</> components will harvest the resource node specified in its Parameter. If a resource type, such as <hl>metal ore</> or <hl>crystal</> are set in the Parameter then the component will try to find a matching resource node within visible range. If a number is specified then the component will only mine up to that amount of items or until full. <img image="Main/textures/codex/registers/codex_production.png"/> <hl>Production</> component Parameters specify the item or unit to be produced. If available you can also set a unit blueprint to the Parameter to manufacture a pre-made unit saved earlier. The second Parameter on production units shows the next required ingredient that is required for production. This is useful to pass along to other components to create production chains. <img image="Main/textures/codex/registers/codex_research.png"/> <hl>Uplink</> and research components show the technology that is currently being researched. Similar to production components, the second Parameter will show the new required ingredient to complete the research. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化系统2:</> <bl>参数</> <bl>参数是简单的</><hl>语境</><bl>设置,会告诉你装置或组件的运行方式。</> 参数的类型主要有两种:<hl>装置参数</>和<hl>组件参数</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>装置参数</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| 信号 | 视觉 | 存储 | 前往 |</> <img image="Main/textures/codex/ui/line_h1.png"/> 选择一项<bl>参数</>将会打开显示该组件可用数值的面板。<bl>参数</>可通过点击其上的<Key action="ExecuteAction" style="hl"/>清除,或通过在两个参数之间连线来链接至另一个参数。链接会将一个参数的值转发至目标参数,从而实现两个组件之间的信息传输。重新创建相同的链接可移除该链接。你可以使用<hl>信号</>将一个参数的值发送至另一个装置。你也可以按住<hl>Control键</>,将某一参数的值拖动复制到另一参数上。 每个装置都包含一组四个通用参数,并附带相关额外功能。 <icon icon="icon_context"/> <hl>前往</>为通用<bl>参数</>,可通过点击<Key action="ExecuteAction" style="hl"/>进行设置,它代表装置的当前行动重点。如果将其设置为装置知道如何与之交互的世界对象,则该装置将专注于该交互,例如获取某件物品或打开某个可探索结构。如果前往装置可移动,则机器人将跟随它一同移动。 <icon icon="icon_home"/> <hl>存储</>可将一个装置绑定到另一个装置上。如果存储指向另一个装置或建筑,则装置将前往那里,并在其处于空闲状态时转移其库存。存储参数可通过在世界中的某个实体上按下<hl>Ctrl + </><Key action="ExecuteAction" style="hl"/>进行设置,或在没有实体时将其清除。 <icon icon="icon_vision"/> <hl>视觉</>参数将在你启用视觉覆盖时,显示在游戏视图中。你可以使用该参数为自己提供装置正在执行的工作的视觉线索。一个实用技巧是将生产组件的参数链接到视觉参数上,以了解装置内部的生产情况。 <icon icon="icon_signal"/> <hl>信号</>参数可用于向其他装置发送信息。该参数可通过<hl>信号读取器</>组件读取。 <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[前往]</> 如果将装置的<bl>前往参数</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>设为另一个装置,则装置将跟随该装置。 你可以将<bl>前往</>参数<hl>拖动</>到该装置上,或点击该装置上的<Key action="ExecuteAction" style="hl"/>来设置该参数。 <img image="Main/textures/codex/automation/goto_set.png"/><img image="Main/textures/codex/automation/home_follow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[存储]</> 将装置的<bl>存储参数</>设为装置上的建筑时,装置会将其所有物品都存储到该建筑上。 <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>在上例中,当装置开采容量已满时,它将前往该建筑清空自己的库存,然后再回来继续开采。</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[运送]</> 将一个建筑的<bl>存储参数</>设为另一个建筑时,网络上的装置会将物品运送到该存储建筑。 <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[运输路线]</> 如果勾选物流网络菜单中的运输路线:<img image="Main/textures/codex/menushots/transport_route.png"/> <gray>(有关该菜单的更多信息,请参阅手册的自动化系统1:物流网络菜单部分)</> <hl>[提货和存储]</> 如果将装置的<bl>前往参数</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>设为另一个装置,并且“勾选”了<bl>运输路线</>,则装置会从该装置提取物品。 如果将装置的<bl>存储参数</><img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/>设为另一个装置,则装置会在该装置存储或卸下物品。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>组件参数</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>一些</><hl>组件</><bl>的参数在设定后,将会激活该组件的相应功能</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>采矿</>组件将会收获其参数内指定的资源节点。如果已在参数中设置某一资源类型,如<hl>金属矿</>或<hl>水晶</>,则组件将在可视范围内尝试搜索匹配的资源节点。如果指定了数量,则采矿组件仅会开采该数量的物品或直至容量已满。 <img image="Main/textures/codex/registers/codex_production.png"/> <hl>生产</>组件参数指定了要生产的物品或装置。在适用的情况下,你还可以将装置蓝图设置到该参数上,以生产之前保存的预制装置。生产装置上的第二个参数显示生产所需的下一项原料。你可以通过此功能将其传输给其他组件以创建生产链。 <img image="Main/textures/codex/registers/codex_research.png"/> <hl>上行链路</>和研究组件显示当前正在研究的技术。与生产组件类似,第二个参数显示完成研究所需的新原料。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 3: Behavior UI |自动化系统3:行为UI | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>Automation 3:</> <bl>BEHAVIOR UI</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>MENU</> - From Left to Right: [ <bl>Undo - Stop - Play - Step</> ] [ <bl>Library - Confirm</> ] 2) <hl>BEHAVIOR INSTRUCTIONS</> [ <bl>Unit - Move - Component - Flow - Math - Global</> ] (Drop down Menus) 3) <hl>BEHAVIOR NAME and DESCRIPTION</> Give it a name. 4) <hl>ADD and REMOVE PARAMETERS</> Plus sign to add a <bl>Parameter</>. Minus sign to remove a <bl>Parameter</>. 5) <hl>UNIT Parameters</> - From left to right: [ <bl>Signal - Visual - Store - Goto ]</> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>自动化系统3:</> <bl>行为UI</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>菜单</> - 从左到右:[ <bl>撤销 - 停止 - 开始 - 步骤</> ] [ <bl>行为库 - 确认</> ] 2) <hl>行为指令</>:[ <bl>装置 - 移动 - 组件 - 流程 - 数学 - 全局</> ] (下拉菜单) 3) <hl>行为名称和描述</>:为其命名。 4) <hl>添加和移除参数</>:加号用于添加<bl>参数</>。减号用于移除<bl>参数</>。 5) <hl>装置参数</> - 从左到右:[ <bl>信号 - 视觉 - 存储 - 前往 ]</> | |- |Automation 3: Behaviors |自动化系统3:行为 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Behaviors</> <img width="50" height="50" id="c_behavior"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/modify_behavior.png"/> Click on the modify behavior button to open the behavior editor screen. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> When the behavior editor opens, <hl>Program Start</> will be the beginning point for your behavior. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> Start by dragging the <hl>Pick Up Items</> instruction over to Program Start to connect it. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> Next, click on the <bl>[ + ]</> sign at the top of the behavior editor to add a <bl>Parameter [ P 1 ]</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> Drag the new parameter <bl>[ P1 ]</> to the <hl>Source</> for Pick Up Items <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> Now whatever the P1 parameter is set to will be the input for the instructions Source. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> Repeat the same process for the Drop off instruction. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> Add Parameter 2 [ P2 ] and drag it to the Source for the Drop off instruction. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> Rename your behavior to something like 'Transfer Behavior' and add a description if you would like. <img image="Main/textures/codex/auto3_behavior/confirm.png"/> Click the confirm button to return to the main screen. <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> Parameters [ P1 ] and [ P2 ] that you created can now be set. <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> Set [ P1 ] to the building you want items picked up from and [ P2 ] to the building where you want them to be dropped off at. <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> Click the Run button to start the behavior. <img image="Main/textures/codex/ui/line_h1.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>行为</> <img width="50" height="50" id="c_behavior"/> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/modify_behavior.png"/> 点击修改行为按钮,打开行为编辑器屏幕。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> 打开行为编辑器后,你的行为起点将为<hl>程序启动</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> 先将<hl>提取物品</>指令拖动到“程序启动”,以与其连接。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> 再点击行为编辑器顶部的<bl>[ + ]</>,添加<bl>参数[ P 1 ]</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> 将新参数<bl>[ P1 ]</>拖动到<hl>来源</>处,以提取物品 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> 现在,无论P1参数设置为什么,都将成为“来源”指令的输入项。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> 对“卸下”指令重复相同的步骤。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> 添加参数2 [ P2 ],并将其拖动到“卸下”指令的“来源”。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> 将行为重命名为“运送行为”之类的其他名称,并添加一段描述。 <img image="Main/textures/codex/auto3_behavior/confirm.png"/> 点击确认按钮,返回主屏幕。 <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> 现在,你就可以设置创建的[ P1 ]和[ P2 ]参数了。 <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> 将[ P1 ]设置为你想从中提取物品的建筑,再将[ P2 ]设置为你想卸下物品的建筑。 <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> 点击“运行”按钮,启动该行为。 <img image="Main/textures/codex/ui/line_h1.png"/> | |- |Advanced Research |高级研究 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Datacubes are required to push technology beyond the basic technology tree.</> <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> <bl>These datacubes have extremely dense data clusters.</> We can only read surface level data from them directly. They contain information about robot technology that is extremely similar to our own. <img image="Main/textures/codex/ui/line_h1.png"/> Datacubes of other races have a similarly dense structure. <img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>高级研究</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要数据立方来推动科技发展,使其超越基本科技树。</> <img id="robot_datacube" width="64" height="64"/> <hl>数据立方</> <bl>这些数据立方中蕴含着非常密集的数据集。</> 我们只能从中直接读取表层数据。 其中包含着与我们的机器人技术高度相似的机器人技术信息。 <img image="Main/textures/codex/ui/line_h1.png"/> 其他种族的数据立方也拥有类似的密集结构。 <img id="robot_datacube" width="64" height="64"/> <img id="human_datacube" width="64" height="64"/> <img id="alien_datacube" width="64" height="64"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 2 |高级研究2 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research 2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Storage matrices are required to push technology beyond the Advanced technology tree.</> <img id="datacube_matrix" width="64" height="64"/> <hl>Storage matrices</> <bl>These storage have an internal matrix structure that can hold the data clusters from the above datacubes.</> It is clear they were built by a similar life form. <img image="Main/textures/codex/ui/line_h1.png"/> Datacubes of other races are also compatible with these storage matrices. <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img id="human_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img id="alien_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>高级研究2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要存储矩阵来推动科技发展,使其超越高级科技树。</> <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <bl>这些存储装置的内部为矩阵结构,可用于存储来自上述数据立方的数据集。</> 显然,它们的缔造者是一种与我们类似的生命形式。 <img image="Main/textures/codex/ui/line_h1.png"/> 其他种族的数据立方也与这些存储矩阵兼容。 <img id="robot_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <img id="human_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <img id="alien_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 3 |高级研究3 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Advanced Research 3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Datacubes and Storage Matrices are required to push technology beyond the Advanced technology tree.</> <img id="robot_research" width="64" height="64"/> <hl>Research Matrices</> <bl>Data can be uploaded from cubes into data matrices.</> When this is done research matrices are created that allow full access to the information that was held in the datacube. <img image="Main/textures/codex/ui/line_h1.png"/> This holds true for other types of datacubes <img id="robot_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="robot_research" width="64" height="64"/> <hl>Research Matrices</> <img id="human_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="human_research" width="64" height="64"/> <hl>Research Matrices</> <img id="alien_datacube" width="64" height="64"/> <hl>Datacubes</> + <img id="datacube_matrix" width="64" height="64"/> <hl>Storage Matrices</> = <img id="alien_research" width="64" height="64"/> <hl>Research Matrices</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>高级研究3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>需要数据立方和存储矩阵来推动科技发展,使其超越高级科技树。</> <img id="robot_research" width="64" height="64"/> <hl>研究矩阵</> <bl>数据可从数据立方上传到数据矩阵。</> 完成该操作后,将生成研究矩阵,让你可以访问数据立方中的全部信息。 <img image="Main/textures/codex/ui/line_h1.png"/> 这也适用于其他类型的数据立方 <img id="robot_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> = <img id="robot_research" width="64" height="64"/> <hl>研究矩阵</> <img id="human_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> = <img id="human_research" width="64" height="64"/> <hl>研究矩阵</> <img id="alien_datacube" width="64" height="64"/> <hl>数据立方</> + <img id="datacube_matrix" width="64" height="64"/> <hl>存储矩阵</> = <img id="alien_research" width="64" height="64"/> <hl>研究矩阵</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Bugs |虫子 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Bugs</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Native Bug Life on the Planet</> <img image="Main/textures/codex/bugs/bug_trillo.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_slug.png" width="250" height="150"/> The bug life on the planet is inherently hostile to those who enter onto their territory. <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/bugs/bug_nest.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_hive.png" width="250" height="150"/> These bugs live underground and in hive nests predominantly in the rocky plateau regions of the planet. These hives and burrows need to be destroyed in order to cut off the bugs from the surface. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>虫子</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>这颗星球上的原生虫类生命</> <img image="Main/textures/codex/bugs/bug_trillo.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_slug.png" width="250" height="150"/> 这颗星球上的虫子天生就对那些踏入其领地的外来者怀有敌意。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/bugs/bug_nest.png" width="250" height="150"/> <img image="Main/textures/codex/bugs/bug_hive.png" width="250" height="150"/> 这些虫子分布于多岩石的高原地区,在地下筑巢栖息。 我们必须摧毁这些巢穴,让它们无法来到地面。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Components |组件 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Units can be customized by placing a</> <hl>Component</> <bl>into any available</> <hl>Socket</><bl>, enabling new functionality for that unit.</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> Components come in four sizes, <hl>Small</>, <hl>Medium</>, <hl>Large</> and <hl>Internal</> and can fit into sockets of the same size or larger. <img image="Main/textures/codex/ui/sockets.png"/> Components need to be constructed separately to allow them to be equipped and can be linked together via <hl>Parameters</> to automate various functions. Units have limited functionality until equipped with a component, however mobile units are able to pick up and drop items freely while buildings can not do so without a supporting component. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>组件</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>将</><hl>组件</><bl>放入任意可用</><hl>接口</><bl>,即可自定义装置,从而启用该装置的新功能。</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> 组件有四种大小:<hl>小型</>、<hl>中型</>、<hl>大型</>和<hl>内部</>,它们可以适配相同大小或更大的接口。 <img image="Main/textures/codex/ui/sockets.png"/> 组件需要分别制造才能被装备,它们可以通过<hl>参数</>链接起来,从而实现各种功能的自动化。 未配备组件的装置功能有限,但移动装置能够自由拾取和卸下物品,而建筑在没有配备组件的情况下无法做到这一点。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 1: Radar |物流网络1:雷达 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>RADAR</> The <hl>Portable Radar</> <img width="50" height="50" id="c_portable_radar"/> is one of the first key components you will unlock in logistics technology. <bl>Radar can be set to search for one particular item or entity. (multiple filters are Not for multiple items)</> For example it could be set to search for metal ore <img width="50" height="50" id="metalore"/> or enemies<img width="50" height="50" id="v_enemy_faction"/> or unsolved ruins<img width="50" height="50" id="v_unsolved"/> <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> The first three boxes <rl>(1)</> are <hl>Filters</>, and the last box <rl>(2)</> is the <hl>Radar Result</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Multiple Filters</> <bl>Multiple filters can be used to refine a search.</> For example this setting will look for <hl>Silica</> and <hl>Dropped Item</>. It will only look for 'scattered or dropped silica' on the ground and not mineable nodes. <img image="Main/textures/codex/registers/radar_filters.png" width="450" height="90"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>雷达</> <hl>便携式雷达</><img width="50" height="50" id="c_portable_radar"/>是你将在物流网络技术中解锁的第一个关键组件。 <bl>你可以将雷达设置为搜索一个特定物品或实体。(多个筛选器不能用于多个物品)</> 例如,你可以将其设置为搜索金属矿<img width="50" height="50" id="metalore"/>、敌人<img width="50" height="50" id="v_enemy_faction"/>或未解开的遗迹<img width="50" height="50" id="v_unsolved"/> <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> 前三个方框<rl>(1)</>为<hl>筛选器</>,最后一个方框<rl>(2)</>为<hl>雷达结果</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>多个筛选器</> <bl>你可以使用多个筛选器来细化搜索。</> 例如,此设置为查找<hl>硅砂</>和<hl>已卸下的物品</>。因此,它只会寻找地面上“散落或已卸下的硅砂”,而不会寻找可开采的节点。 <img image="Main/textures/codex/registers/radar_filters.png" width="450" height="90"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 2: Signal Readers |物流网络2:信号读取器 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>SIGNAL READERS</> <bl>With a </><hl>Signal Reader</><img width="50" height="50" id="c_signal_reader"/> <bl>one entity can Read from the </><hl>Signal Parameter</> <img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/> <bl> of another entity.</> Example: Twin Bot reading from Cub's signal parameter <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> In the example above the Twinbot's <hl>Signal Reader</> is set to Target the Cub. <rl>(2)</> A result of <bl>[ Metal Ore ]</><img width="50" height="50" id="metalore"/> is being returned from the Cub's <hl>Signal Parameter</> <rl>(3)</> It then feeds that result into its miner component. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>信号读取器</> <bl>通过</><hl>信号读取器</><img width="50" height="50" id="c_signal_reader"/><bl>,实体可以读取另一个实体的</><hl>信号参数</><img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/><bl>。</> 例如:双配机器人可以读取幼犬的信号参数 <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> 在上例中,双配机器人的<hl>信号读取器</>被设为“以幼犬为目标”。 <rl>(2)</> 幼犬的<hl>信号读取器</>返回<bl>[金属矿]</><img width="50" height="50" id="metalore"/>结果 <rl>(3)</> 然后,它将结果提供给自己的采矿机组件。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 3: Transporters |物流网络3:运输器 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>TRANSPORTERS</> <bl>With a </><hl>Portable Transporter</><img width="50" height="50" id="c_portablecrane"/> (Range 1) a unit is able to pass items or components directly to another unit that is located beside it. <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> In the above example the Production building in the center has a Portable Transporter in one of its internal slots. With this: <rl>(1)</> <bl>Metal Bars</> and <bl>Metal plates</> being stored in the <hl>Storage block</> on the left will be transported to the <hl>Production building</> <rl>(2)</> <bl>Reinforced Plates</> being produced in the <hl>Production building</> will be transported to the <hl>Storage block</> on the right. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>运输器</> <bl>通过</><hl>便携式运输器</><img width="50" height="50" id="c_portablecrane"/>(范围1),装置能够将物品或组件直接运送给旁边的另一个装置。 <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> 在上例中,中间生产建筑的内部槽位中有一个便携式运输器。通过该运输器: <rl>(1)</> 存储在左侧<hl>存储块</>中的<bl>金属棒</>和<bl>金属板</>将会被运送到<hl>生产建筑</>中 <rl>(2)</> <hl>生产建筑</>中生产的<bl>加强板</>将会被运送到右侧的<hl>存储块</>中。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 4: Drones |物流网络4:无人机 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Components: Logistics</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>DRONES and DRONE PORTS</> <bl>Drone Ports</> <img width="50" height="50" id="c_drone_port"/><bl>house Drones</> <img width="50" height="50" id="f_drone_transfer_a"/> <bl>that perform logistics functions (fulfilling orders) on your network.</> Drone Packages <img width="50" height="50" id="drone_transfer_package"/> are produced separately from the Drone Ports and must be dragged and dropped into the Port's inventory to load the Drones. <img image="Main/textures/codex/logistics/drone_port_1.png" width="800" height="320"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>组件:物流网络</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>无人机和无人机港口</> <bl>无人机港口</><img width="50" height="50" id="c_drone_port"/><bl>用于存放在你的网络上执行物流工作(完成订单)的无人机</><img width="50" height="50" id="f_drone_transfer_a"/><bl>。</> 无人机包裹<img width="50" height="50" id="drone_transfer_package"/>与无人机港口独立生产,你必须将包裹拖放到港口的库存中,才能装到无人机上。 <img image="Main/textures/codex/logistics/drone_port_1.png" width="800" height="320"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Getting Started |入门指南 | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>GETTING STARTED</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>Introduction Quick Notes:</> * Robots will initially seem quite dumb as they will only do what you instruct them to do. * Equipping new <hl>Components</> will allow the robots to perform more actions. * You can see what actions any particular robot can do in the <hl>Components</> section. * Each bot has a set of four basic general purpose <bl>Parameters: Signal, Visual, Store and Goto</> , however each has some extra functionality associated with it. * The <bl>Goto Parameter</> can also be set by right clicking on something in the world. * The <bl>Store Parameter</> if it points to another robot or building will go back there and pass all its inventory into it when it is idle. It can also be set by ctrl + <Key action="ExecuteAction"/> * The <bl>Visual Parameter</> can be set to anything and will be what is displayed when you view popups using the tab key. * <bl>Parameters</> can be linked to each other and copies the value from the source Parameter to the target. Create a link by dragging from one Parameter to another. Remove a link by recreating the same link. * Many game systems and components interact with each other via <bl>Parameters</>, such as in behaviors. They may also be referred to as <hl>Registers</>. <img image="Main/textures/codex/ui/line_h1.png"/> <header>GOALS</> <bl>To follow the Goals:</> Click on each <hl>Goal</> to learn about what to do <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>Previous goals can also be viewed in the Codex or the Progress menu</> If you don't want a <hl>Goal</> to show in the list, you can open the Progress menu and uncheck the box 'Show on Game Screen' <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Here are some Basics to get you started:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>CAMERA MOVEMENT</> In addition to using <hl>WASD</> to move the camera you can <hl>Right Click</> and Screen Drag. <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>GIVING INSTRUCTIONS</> <hl>Right Click</> is used for movement and to issue commands and instructions. (e.g. Right click on a node to mine) <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> Right click on a component to get a context menu <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>MOVING ITEMS</> Items are either moved around Automatically (see: Automation in the Codex) or Manually. <hl>Manually Moving Items:</> You can drag and drop items from one unit to another or between units and buildings. <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>Dropping crystal directly from a robot to a building</> You can drag and drop items to the ground as well. <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>Items on the ground are NOT recognized by the Logistics Network</> <hl>NOTE:</> Items dropped on the ground not recognized by the Logistics Network and will need to either be picked up manually or detected by radar and retrieved. <img image="Main/textures/codex/ui/line_h1.png"/> <bl>VISUAL DISPLAYS</> Key Displays for understanding your network: 1) <hl>The Grid</> - <hl>P</> Key 2) <bl>Visual Modes (3)</> - <hl>TAB</> (cycles through the 3 modes) 1) <hl>THE GRID</> represents both the <bl>POWER GRID</> AND the <bl>LOGISTICS NETWORK</> <img image="Main/textures/codex/gettingstarted/power_network.png"/> A robot on <hl>THE GRID</> 1) will receive <bl>Power</> from the Grid 2) will fulfill Orders for the Network if their <bl>Logistics Network</> button is ON <desc>(see: Connect to the Logistics Network in the Codex)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>VISUAL MODES (3)</> <hl>TAB</> (cycles through the 3 modes) <hl>MODE 1:</> Display Visual Parameters Only (Default) <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>Visual overlay on robot shows what it is mining</> <hl>MODE 2:</> Display Visual Parameters, Status Icons and Ranges <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>Robots storing to a storage unit</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>A status icon showing a robot is Blocked</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>The current order a robot is fulfilling</> <hl>MODE 3:</> All visuals are OFF (except for the No Power status icon when a frame is out of power) <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>'No Power' Status icon shows in all Modes</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>入门指南</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>快速介绍:</> *机器人一开始会看起来比较笨拙,因为它们只会按照你的指令去工作。 *装备新的<hl>组件</>可以让机器人执行更多工作。 *你可以在<hl>组件</>部分看到任何指定机器人能够从事的工作。 *每个机器人都有一组四个基本通用<bl>参数:信号、视觉、存储和前往</>,每个参数都具备一些相关的额外功能。 *<bl>前往参数</>可以通过右击世界中的对象进行设置。 *<bl>存储参数</>如果指向另一个机器人或建筑,则机器人会在空闲时返回该处并将全部库存存储在那里。该参数也可以通过ctrl + <Key action="ExecuteAction"/>进行设置。 *<bl>视觉参数</>可设置为任何对象,会在你使用Tab键查看弹出窗口时显示。 *<bl>参数</>可以相互链接,并可以将参数值从源参数复制到目标参数。将一个参数拖动到另一个参数上即可创建链接。再次创建相同的链接则可移除该链接。 * 许多游戏系统和组件都可以通过<bl>参数</>进行交互(如在行为中)。它们也称为<hl>寄存器</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>目标</> <bl>要实现目标:</>点击各个<hl>目标</>来了解要做的工作 <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>之前的目标也可以在手册或进度菜单中查看</> 如果你不想在列表中显示<hl>目标</>,可打开进度菜单,取消勾选“显示在游戏屏幕上” <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>以下是一些入门基本操作:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>镜头移动</> 除了使用<hl>WASD</>移动镜头外,你也可以<hl>右击</>和拖动屏幕。 <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>发出指令</> <hl>右击</>可以移动和发出指令及命令。(如右击要开采的节点) <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> 右击某个组件可打开上下文菜单 <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>移动物品</> 物品可自动(参见手册中的“自动化”部分)或手动移动。 <hl>手动移动物品:</> 你可以将物品从一个装置拖放到另一个装置上,或者在装置和建筑之间拖放。 <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>将水晶直接从机器人处拖放到建筑上</> 你也可以将物品拖放至地面。 <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>物流网络无法识别地面上的物品</> <hl>注意</>:物流网络无法识别地面上的物品,需要手动将其拾取,或通过雷达进行探测和回收。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>视觉显示</> 这些关键显示功能可以帮助你了解网络: 1) <hl>网格</> - <hl>P</>键 2) <bl>视觉模式(3)</> - <hl>TAB</>(3种模式循环) 1) <hl>网格</>代表着<bl>电网</>和<bl>物流网络</> <img image="Main/textures/codex/gettingstarted/power_network.png"/> <hl>网格</>上的机器人会 1) 从电网汲取<bl>电力</> 2) 在<bl>物流网络</>按钮“开启”时完成网络订单。 <desc>(参见手册中的“连接到物流网络”部分)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>视觉模式(3)</><hl>TAB</>(3种模式循环) <hl>模式1:</>仅显示视觉参数(默认) <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>机器人上的视觉覆盖将显示其正在开采的物品</> <hl>模式2:</>显示视觉参数、状态图标和范围 <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>机器人存储到存储装置</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>显示机器人被屏蔽的状态图标</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>机器人当前正在执行的订单</> <hl>模式3:</>所有视觉选项均为“关闭”状态(框架电量耗尽时的“电量不足”状态图标除外) <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>“电量不足”状态图标在所有模式中均显示</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Hotkeys |热键 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>HOTKEYS</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>GAME</> In Game Menu: <Key action="InGameMenu" style="bl"/> Pause: <Key action="PauseGame" style="bl"/> Map Overlay: <Key action="MapOverlay" style="bl"/> Chat: <Key action="Chat" style="bl"/> <hl>CAMERA</> Toggle Camera Rotation: <Key action="MouseCameraRotateToggle" style="bl"/> Camera Zoom: <Key axis="CameraZoom" style="bl"/> Camera Home: <Key action="CameraHome" style="bl"/> Set Camera Zero: <Key action="CameraZero" style="bl"/> Follow Camera: <Key action="Camera_FollowTarget" style="bl"/> <hl>UNIT</> Select Unit: <Key action="SelectAction" style="bl"/> Move Unit: <Key action="ExecuteAction" style="bl"/> <hl>MENU</> Tech Tree: <Key action="Tech" style="bl"/> Build Menu: <Key action="Build" style="bl"/> Progress: <Key action="Progress" style="bl"/> Codex: <Key action="Codex" style="bl"/> Library: <Key action="Library" style="bl"/> Control Center: <Key action="FactionView" style="bl"/> <hl>INFORMATION</> Toggle Advanced Info: <Key action="ToggleAdvanced" style="bl"/> Power Grid: <Key action="PowerInfo_Toggle" style="bl"/> Toggle Path Lines: <Key action="ShowPath" style="bl"/> Visualization: <Key action="MapOverlay" style="bl"/> <hl>COPY</> Copy Settings: <Key action="UnitCopy" style="bl"/> Paste Settings: <Key action="UnitPaste" style="bl"/> <hl>CONSTRUCTION</> Build Menu: <Key action="Build" style="bl"/> Cursor: <Key action="CursorGrid_Toggle" style="bl"/> Rotate Component: <Key action="RotateConstructionSite" style="bl"/> <gray>(Mouse over component icon)</> Rotate Building/Site: <Key action="RotateConstructionSite" style="bl"/> <gray>(Mouse over Building/Site)</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>热键</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>游戏</> 游戏内菜单:<Key action="InGameMenu" style="bl"/> 暂停:<Key action="PauseGame" style="bl"/> 地图覆盖:<Key action="MapOverlay" style="bl"/> 聊天<Key action="Chat" style="bl"/> <hl>镜头</> 切换镜头旋转:<Key action="MouseCameraRotateToggle" style="bl"/> 镜头缩放:<Key axis="CameraZoom" style="bl"/> 将镜头设为基地:<Key action="CameraHome" style="bl"/> 将镜头设为0:<Key action="CameraZero" style="bl"/> 跟随镜头:<Key action="Camera_FollowTarget" style="bl"/> <hl>装置</> 选择装置:<Key action="SelectAction" style="bl"/> 移动装置:<Key action="ExecuteAction" style="bl"/> <hl>菜单</> 科技树:<Key action="Tech" style="bl"/> 建造菜单:<Key action="Build" style="bl"/> 进度:<Key action="Progress" style="bl"/> 手册:<Key action="Codex" style="bl"/> 行为库:<Key action="Library" style="bl"/> 控制中心:<Key action="FactionView" style="bl"/> <hl>信息</> 切换高级信息:<Key action="ToggleAdvanced" style="bl"/> 电网:<Key action="PowerInfo_Toggle" style="bl"/> 切换路径线路:<Key action="ShowPath" style="bl"/> 可视化:<Key action="MapOverlay" style="bl"/> <hl>复制</> 复制设置:<Key action="UnitCopy" style="bl"/> 粘贴设置:<Key action="UnitPaste" style="bl"/> <hl>建造</> 建造菜单:<Key action="Build" style="bl"/> 光标:<Key action="CursorGrid_Toggle" style="bl"/> 旋转组件:<Key action="RotateConstructionSite" style="bl"/> <gray>(鼠标置于组件图标上)</> 旋转建筑/场地:<Key action="RotateConstructionSite" style="bl"/> <gray>(鼠标置于建筑/场地上)</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Inventory Management |库存管理 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <Header>Inventory and Storage</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>Inventory</> <bl>is space both bots and buildings have to hold items and components that are not mounted in a socket.</> <hl>Storage</> <bl>units will provide a place for bots to store items when needed.</> When a component is unable to output an item (e.g miner or fabricator) because the building it is in is full, it will stop producing until space is made. When a storage building however has a <hl>Shared Storage</><img width="50" height="50" id="c_shared_storage"/> component, it becomes a place of storage where excess items can be stored when buildings or units become full. Some storage <bl>components</> can be slotted to provide extra storage slots however all slots on that unit will become available storage. <img image="Main/textures/codex/ui/line_h1.png"/> <header>Inventory Management</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>SPECIFIC AMOUNT</> 1) <img image="Main/textures/codex/menushots/specific_amount.png"/> 2) <img image="Main/textures/codex/menushots/specific_amount2.png"/> 3) <img image="Main/textures/codex/menushots/specific_amount3.png"/> 1) Right Click on an inventory stack and Select [ Specific Amount ] 2) Input the amount you wish to take from the stack. 3) Left click and drag from the icon. <img image="Main/textures/codex/ui/line_h1.png"/> <hl>FIX SLOT</> 1) <img image="Main/textures/codex/menushots/fix_slot.png"/> 2) <img image="Main/textures/codex/menushots/fixed_slot1.png"/> 3) <img image="Main/textures/codex/menushots/fixed_slot2.png"/> 4) <img image="Main/textures/codex/menushots/fix_all.png"/> 1) Right Click on an inventory stack and Select [ Fix Slot to this Item ] 2) The lock icon shows the slot as fixed. 3) You can also fix an empty slot by Right Clicking an empty slot and choosing [ Fix Empty Slot ] 4) Right Clicking on the loft left corner Icon of the inventory gives the option to [ Fix All SLots ] 5) Slots can be unfixed by Right Clicking and choosing the Unfix options. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <Header>库存和存储</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>库存</><bl>是机器人和建筑用于存放未安装到接口中的物品和组件的空间。</> <hl>存储</><bl>装置会在必要时为机器人提供存放物品的空间。</> 当组件因所在建筑容量已满而无法生产物品(如采矿机或制造机)时,其将停止生产,直至空间充足。 不过,当存储建筑拥有<hl>共享存储</><img width="50" height="50" id="c_shared_storage"/>组件时,其可在建筑或装置容量已满的情况下,为多余物品提供存储空间。 一些存储<bl>组件</>可通过开设槽位来提供额外的存储槽位,但该装置上的所有槽位也将变为可用存储。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>库存管理</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>具体数量</> 1) <img image="Main/textures/codex/menushots/specific_amount.png"/> 2) <img image="Main/textures/codex/menushots/specific_amount2.png"/> 3) <img image="Main/textures/codex/menushots/specific_amount3.png"/> 1) 右击库存堆并选择[具体数量]。 2) 输入要提取的物品数量 3) 左击并从图标上拖出 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>固定槽位</> 1) <img image="Main/textures/codex/menushots/fix_slot.png"/> 2) <img image="Main/textures/codex/menushots/fixed_slot1.png"/> 3) <img image="Main/textures/codex/menushots/fixed_slot2.png"/> 4) <img image="Main/textures/codex/menushots/fix_all.png"/> 1) 右击库存堆并选择[将槽位固定至此物品]。 2) 锁定图标表示槽位已固定。 3) 你也可以通过右击空闲槽位并选择[固定空闲槽位]来固定一个空闲槽位。 4) 右击库存左上角的图标,显示[固定所有槽位]选项。 5) 右击并选择“取消固定”选项,可取消固定槽位。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Power |电源 | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <icon icon="icon_power"/><header>Power</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>Units require</> <hl>Power</> <bl>to function</> Lower power will lead to inefficiency and slower production. If a unit runs out of power then its components will not function and movement speed will be dramatically decreased. You can turn off a unit at any time to stop it from functioning using the Power button or by pressing <Key action="ToggleAdvanced" style="hl"/>. <img image="Main/textures/codex/ui/line_h1.png"/> <header>POWER GRIDS</> <hl>Power Grids</> <bl>define areas the bots will move freely powered by the grid.</> Power generators within the grid add to the grids total power and active components will draw power from this pool. You can toggle viewing of power grids using the button below the minimap or by pressing <Key action="PowerInfo_Toggle" style="hl"/>. <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>POWER TYPES</> <hl>[ POWER PRODUCERS ]</> <bl>Power Producers</> provide their power to a <hl>Power Grid</>. This is constant * and not based on demand. Excess power can be stored. <gray>(see batteries below)</> <gray>Note: Power Producers do not necessarily produce their own Power Grid.</> <img width="50" height="50" id="c_solar_cell"/><bl>Solar Cells</> provide constant power to a grid during the daylight. <img width="50" height="50" id="c_wind_turbine"/><bl>Wind Turbines</> provide constant power to a grid. They produce double the power on the plateau. * constant so long as their power conditions apply (e.g. so long as there is daylight for a solar cell) <hl>[ BATTERIES ]</> <bl>Batteries</> provide their power to a <hl>Power Grid</> but on demand. When a grid has insufficient power for its needs it will draw power from batteries and their power will drain. How a battery recharges depends on the type of battery. <img width="50" height="50" id="c_small_battery"/><bl>Batteries</> within a grid make their power available when <hl>Consumption</> exceeds power <hl>Production</>. They have limited charge and discharge rates depend on size. Batteries utilize the excess power in the grid they are in to recharge, and are very effective when used in conjunction with solar cells, for example, to compensate for power loss during the night. <img width="50" height="50" id="c_crystal_power"/><bl>Crystal Power</> will add power to your grid the same as a standard battery. They do not however recharge from excess power, but charge by consuming and converting crystal chunks to power. <hl>[POWER FIELDS]</> <img width="50" height="50" id="c_small_relay"/> <bl>Power Fields</> generate a power grid around the unit they are equipped on. Overlapping them on an existing power grid allows you to expand your existing power grid's range. Power Fields do not however provide their own power. Power producers and batteries that are within a grid will supply to that grid. If you create a completely separate grid, it will require its own power producers. <hl>[POWER TRANSMISSION]</> <img width="50" height="50" id="c_power_transmitter"/> <bl>Power Transmitters</> can transfer a limited amount of energy to a single unit, allowing that unit to move freely outside a power grid. <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <icon icon="icon_power"/><header>电源</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>装置需要</><hl>电源</><bl>才能运行</> 低电量会导致效率低下,生产速度减慢。如果装置电量耗尽,其组件将无法工作,其移动速度也将大幅降低。你可以随时使用“电源”按钮或按下<Key action="ToggleAdvanced" style="hl"/>关闭装置,使其停止工作。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>电网</> <hl>电网</><bl>规定了机器人在电网供电的情况下可以自由移动的区域。</> 电网中的发电机会增加电网的总电力,活跃的组件将从该电力池中汲取电力。你可以使用小地图下方的按钮或按下<Key action="PowerInfo_Toggle" style="hl"/>来切换电网视图。 <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>电源类型</> <hl>[发电装置]</> <bl>发电装置</>会向<hl>电网</>供电。这是一个持续的过程*,不会因需求而发生变化。多余的电力可以进行存储。<gray>(参见下方“电池”部分)</> <gray>注意:发电装置不一定会生成自己的电网。</> <img width="50" height="50" id="c_solar_cell"/><bl>太阳能电池</>会在日间为电网持续供电。 <img width="50" height="50" id="c_wind_turbine"/><bl>风力发电机</>会为电网持续供电。其在高原地区的发电量翻倍。 *只要满足发电条件便能持续供电(如太阳能电池在日间持续供电) <hl>[电池]</> <bl>电池</>会根据需求为<hl>电网供电</>。当电网电力不足,无法满足自身需求时,其会从电池中获取电力,而电池中的电力也会逐渐耗尽。电池的充电方式取决于电池的类型。 电网中的<img width="50" height="50" id="c_small_battery"/><bl>电池</>会在<hl>耗电量</>超出<hl>发电量</>时供电。这些电池的充电和放电速率有限,具体取决于其大小。电池会利用电网中的多余电力进行充电,将其与太阳能电池相结合将会非常有效,例如,可以补偿夜间的电力损耗。 <img width="50" height="50" id="c_crystal_power"/><bl>水晶电源</>和标准电池一样,可为电网供电,但无法利用多余的电力充电,只能消耗水晶块将其转化为电力。 <hl>[电场]</> <img width="50" height="50" id="c_small_relay"/> <bl>电场</>会在配备电场的装置附近生成电网。将其覆盖在现有电网上可扩大现有电网的范围。但电场并不能自己供电。电网内的发电装置和电池将向电网供电。如果创建了一个完全独立的电网,其将需要配备自己的发电装置。 <hl>[电力传输]</> <img width="50" height="50" id="c_power_transmitter"/> <bl>电力传输器</>可以将有限的电力输送到单个装置,让该装置能够在电网外自由移动。 <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Production |生产 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Production</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/production_top.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Production components such as</> <hl>fabricators</> <bl>and</> <hl>assemblers</> <bl>allow you to produce new items.</> <header>Production Components:</> <img image="Main/textures/icons/components/Component_Fabricator_01_S.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="64" height="64"/> <img image="Main/textures/icons/components/component_roboticsfactory_01_m.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Refinery_01_M.png" width="64" height="64"/> <hl>Fabricator</> Early production components and simple materials <hl>Assembler</> Primary production and advanced materials <hl>Robotics Assembler</> Primary robot production component and Hi-tech materials and Packaged Units <hl>Refinery</> Specialized materials production <img image="Main/textures/codex/ui/line_h1.png"/> <header>Setting Production:</> Setting the Parameter to the production item will try to reserve the required ingredients based off of the number to be produced. If the production amount is set to infinity then half a stack of ingredients is reserved. When the unit does not contain the required ingredients then orders are made so that units connected to the logistics network will be able to bring the required ingredients when available. The next required ingredient is shown in the second Parameter. If there is no available slot to output the produced item then production is halted until a free slot is made available. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>生产</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/production_top.png" width="350" height="200"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>生产组件</><hl>,如制造机</><bl>和</><hl>装配机</><bl>,可让你生产新物品。</> <header>生产组件:</> <img image="Main/textures/icons/components/Component_Fabricator_01_S.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Assembler_01_M.png" width="64" height="64"/> <img image="Main/textures/icons/components/component_roboticsfactory_01_m.png" width="64" height="64"/> <img image="Main/textures/icons/components/Component_Refinery_01_M.png" width="64" height="64"/> <hl>制造机</> 前期生产组件,生产简单材料 <hl>装配机</> 初级生产组件,生产高级材料 <hl>机器人装配机</> 初级机器人生产组件,生产高科技材料及已打包装置 <hl>精炼机</> 生产专业材料 <img image="Main/textures/codex/ui/line_h1.png"/> <header>设置生产:</> 将参数设置为生产物品后,装置将会根据要生产的数量预留所需原料。如果将生产数量设置为无限,则将预留原料堆的一半。 当装置中没有所需的原料时,将会生成订单,这样连接到物流网络的装置就会在空闲时提取所需原料。下一项所需原料将显示在第二个参数中。 如果没有可用的槽位来产出所生产的物品,生产将停止,直至有空闲槽位。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Research |研究 | |- |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>Research</> <img image="Main/textures/codex/ui/line_h1.png"/> To progress and build new frames/components you will need to gather intel and resources in order to research new technologies. <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/> Open up the Technology tree using the button on the right side menu, or by pressing <Key action="Tech" style="hl"/>. <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> Select a technology that is available to be researched and you will be able to see gained technologies as well the requirements to unlock it. Press the <hl>Set Research</> button to set it to the selected research item. <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Progress Bar</> <bl>Progress</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 The progress bar will fill first with a darker bar to indicate the progress of an uplink, or multiple uplinks if you have them. As steps are completed the bar will turn light and the number of completed steps will increase. * Multiple uplinks will be able to research a single step simultaneously and can drastically reduce research times however this comes at a high power cost.</nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <header>研究</> <img image="Main/textures/codex/ui/line_h1.png"/> 要推进生产及生产新的框架/组件,就需要收集相应的信息及资源,以研究新技术。 <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/>使用右侧菜单上的按钮或按下<Key action="Tech" style="hl"/>可打开科技树。 <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> 选择一项可供研究的技术,查看已获得的技术以及解锁该技术的要求。 按下<hl>设置研究</>按钮,将其设置为所选研究项目。 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>进度条</> <bl>进度</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 进度条会先以较深的颜色表示某个或多个上行链路(如有)的进度。 在逐步完成的过程中,进度条的颜色会变亮,已完成的步骤数量也会增加。 *多个上行链路可以同时研究单个步骤,且可以大大缩短研究时间,但这样做的耗电量会很高。</nowiki> | |- |E.L.A.I.N |伊莱恩 | |- |Datacubes |数据立方 | |- |<img width="64" height="64" id="c_uplink"/> <hl>Datacubes </> <header>Datacubes</> <img image="Main/textures/codex/ui/line_h2.png"/> |<img width="64" height="64" id="c_uplink"/> <hl>数据立方</> <header>数据立方</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |These <hl>Datacubes</><img id="robot_datacube" width="25" height="25"/> have extremely dense data clusters. It seems, right now, we can only access surface level data. If we can recover more of these cubes, we can gain greater knowledge of this world. With a sufficient amount, it will help us unlock <bl>Gateway Technology</>. |这些<hl>数据立方</><img id="robot_datacube" width="25" height="25"/>蕴含着极为密集的数据集。目前我们只能访问浅层数据。 如果我们能找到更多这样的立方,就能进一步了解这个世界。 获得足够数量的数据立方后,我们就能解锁<bl>通路技术</>。 | |- |Resources |资源 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <header>Resources</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>Basic Resources</> metal ore, crystal and silica <img image="Main/textures/codex/ui/line_h1.png"/> <hl>Basic Resources</> can be found throughout the world and are harvested with the miner. Other types of resources may require more advanced extraction components and be processed in different production facilities. Selecting a unit equipped with a mining component and interacting with a resource will begin harvesting the resources if it is able to. This will put the resource node into the Parameter of the component. Once this node has depleted it will look for nodes of a similar resource type and continue mining. <hl>Setting in a Parameter</> You can also set a resource item into the component Parameter and the unit will look for resource nodes in a visible radius automatically. If a number is set into the Parameter then the miner will only extract while there are less than that many of the resources in its inventory. The range of mining equipment can be extended by linking a radar component to the miner components Parameter. <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <header>资源</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>基础资源</>:金属矿、水晶和硅砂 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>基础资源</>分布于世界各地,可通过采矿机进行开采。其他类型的资源可能需要更先进的采矿组件,并需要使用不同的生产设施进行加工。 如果条件允许,可选择配有采矿组件的装置,其在与资源进行交互后,就能开始开采资源。这样做会将资源节点放入装置的参数中。当该节点处的资源开采完后,装置会继续寻找类似资源的节点进行开采。 <hl>设置参数</> 你也可以在组件参数中设置某项资源,装置将会自动搜索可见半径内的资源节点。如果在参数中设置了数字,则采矿机仅会在其库存资源少于该数量时进行开采。 将雷达组件链接到采矿机组件参数上,还可以扩大采矿设备的范围。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Unlocked Items |已解锁物品 | |- |Rotation |旋转 | |- |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>ROTATION:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>Buildings and Components can be rotated.</> Press <Key action="RotateConstructionSite" style="bl"/> when constructing a building to set its orientation. <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> You can also rotate buildings after they have been built. Just mouse over the building and press the <Key action="RotateConstructionSite" style="bl"/> key. <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> To rotate components, mouse over a socketed component's icon and press the <Key action="RotateConstructionSite" style="bl"/> key. <img image="Main/textures/codex/buildingshots/component_rotate.png" width="500" height="200"/> <img image="Main/textures/codex/ui/line_h2.png"/> |<img image="Main/textures/codex/ui/line_h2.png"/> <hl>旋转:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>建筑和组件可以旋转。</> 在建造建筑时按下<Key action="RotateConstructionSite" style="bl"/>可设置其方向。 <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 你也可以在建筑建好后进行旋转。只需将鼠标放在建筑上并按下<Key action="RotateConstructionSite" style="bl"/>键即可。 <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 要旋转组件,将鼠标放在配有接口的组件图标上,并按下<Key action="RotateConstructionSite" style="bl"/>键。 <img image="Main/textures/codex/buildingshots/component_rotate.png" width="500" height="200"/> <img image="Main/textures/codex/ui/line_h2.png"/> | |}
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