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== File: data/codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Chinese (Traditional) ! * |- |Goals |目標 | |- |Research Blight |研究枯萎病 | |- |Extract and Research Blight Gas |提取並研究枯萎氣體 | |- |<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>研究枯萎病</> <bl>提取並研究枯萎氣體</> <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>枯萎氣體</> 將您的裝置與枯萎提取器部署到枯萎區域,以便提取氣體。 <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>枯萎氣體的儲存</> 普通的庫存欄位無法存放枯萎氣體。提取器配有特殊的儲存艙來存放氣體。 <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> 另外,我們也有特製的元件專為存放枯萎氣體而設計。 <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... |這種<hl>枯萎病</>似乎正在侵蝕這個星球。強烈的電磁干擾使我們難以接近。要真正了解它,需要更深入的研究…… | |- |Virus Protection |病毒防護 | |- |You have been infected with a virus and must make yourself some protection |您已被病毒感染 必須為自己做好防護措施 | |- |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. |您似乎被一種近距離自我複製的病毒感染了。病毒的具體影響尚不清楚,但我已製造了一個元件,能暫時保護您免受病毒的侵害。 您可以在組裝機中製作這個元件。同時,為了避免病毒擴散,請將受感染的裝置遠離其他裝置。 | |- |<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>病毒防護</> <bl>製造一個防護元件以抵禦病毒</> <img image="Main/textures/codex/ui/line_h1.png"/> 被病毒感染的裝置應避免與其他裝置接觸,以防止病毒傳播。由於病毒的具體效果仍然未知,可能對您造成傷害,因此製作防護元件應該是您的首要任務。 <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>病毒防護配方</> <img image="Main/textures/codex/items/virus_protection.png"/> 現在,您的組裝機中應該有了一個簡單的病毒防護配方。但研究這種病毒可能會帶來新的技術進展。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Codex |手冊 | |- |Automation |自動化 | |- |<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></>自動化概述: <bl>有</><hl>多重系統</><bl>的</><hl>自動化</><bl>可供您的裝置和生產使用。</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>自動化1:</><bl>物流網路</> <img image="Main/textures/codex/ui/line_h1.png"/> 這個<bl>網路</>是最基本且最不需要手動干預的自動化系統。 只要有<hl>電網</>的地方都有這個<bl>網路</>。只要任何裝置的物流按鈕打開,它就會連接到網路。 連接到網路的裝置將在該網路內運作,而不需要玩家的指令。 <gray>注意:要更詳細地控制網路,可進入物流網路選單,方法是點擊物流按鈕。</> <hl>自動化2:</><bl>參數</> <img image="Main/textures/codex/ui/line_h1.png"/> 使用參數(例如:前往、儲存)是更具體或定向的自動化方式。 為裝置設定參數將告訴該裝置您想讓它去哪裡或您想讓它交付物品的確切位置。 <hl>自動化3:</><bl>行為</> <img image="Main/textures/codex/ui/line_h1.png"/> 行為是最具體的自動化方法。玩家可以給單個裝置或建築一個行為控制器,並可以用特定的指令組進行編程。 <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>給新玩家的建議:</> 1. 在手冊中閱讀<hl>自動化1:</><bl>物流網路</>,學會如何開啟和關閉您的裝置在網路上的連接。<bl>在您更熟悉系統之前,讓網路成為您的主要自動化方式。</> <gray>(在更熟悉系統操作之後,再使用物流選單。)</> 2. 閱讀<hl>自動化2:</><bl>參數</>,並開始為您的網路加入基本的<bl>參數:前往和儲存</>作為二級自動化。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 1: Logistics Network |自動化1:物流網路 | |- |<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>自動化1:</><bl>物流網路</><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"/>每個裝置旁的開關按鈕都有一個物流網路按鈕。 <Key action="ExecuteAction" style="hl"/>網路按鈕以<hl>切換</>物流網路的連接開關。 <Key action="SelectAction" style="hl"/>網路按鈕可<hl>打開</><bl>物流設定選單</><gray>。物流設定允許您進行更深入的網路控制,稍後會有更詳細的說明。</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>物流網路是最基礎的自動化方式。以下說明如何自動操作物流網路,無需玩家手動介入。</> <bl>將裝置連接到</><hl>物流網路</><bl>可以滿足其他裝置的物品需求,即稱為</><hl>訂單</>。 當部分元件需要某物品,它會在物流網路上建立一個<hl>訂單</>。 空閒的裝置會: 1. 接收這個<hl>訂單</> 2. 從物流網路中取得所需的<bl>物品</> 3. 自動送達這個<bl>物品</> <hl>例如:</>一個想製造金屬條的製造機可能需要金屬礦石,另一台機器可能會從附近的儲存區取得該礦石,然後將它送到製造機。 *注意:在同一<hl>電網</>的裝置都會連接到同一個<bl>物流網路</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>關於網路連接性的進一步詳情</> *<bl>當裝置接入物流網路,其庫存便供該網路中的其他裝置使用。</> *當有物品需求時,直到取貨完成,其他訂單都不會使用該物品。 *若目的地沒有足夠空間,該空間會被暫留供交付使用。只有當有足夠的空間時,訂單才會被建立。 若裝置無法裝載更多物品,該訂單將不會被該裝置接取。每次僅交付一組物品,而且物品僅從一處來源取得。因此,若物品散布於各個建築中,一個需求多物的訂單可能需多趟運送。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>某些動作,如拖拉物品之間的裝置,將會產生一個</><hl>直接訂單</><bl>,其優先等級高於普通訂單。</> <hl>訂單與優先順序</> 如果可移動的裝置是該訂單的來源或目標,則優先由該裝置執行。 物流網路確實提供了方便的物品傳遞方式,但在大型電網上可能效率較低。要想要更有效率,建議使用<hl>行為設定</>。 <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Automation 1: Logistics Menu |自動化1:物流選單 | |- |<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>自動化1:</><bl>物流選單</><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"/>每台裝置旁邊的電源按鈕就是物流網路按鈕。 <Key action="SelectAction" style="hl"/>物流網路按鈕即可打開<hl>物流設定</>選單 <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>頻道</>:您可以為裝置或建築物指定4個頻道之一。裝置只會與同一頻道上的其他裝置互動。您可以設定裝置只提供或只接收其網路上的物品。 <hl>優先順序</>:此裝置所請求的訂單設為高優先級,將優先完成。 <hl>執行訂單</>:裝置預設會執行物流網路的訂單。如果您想要裝置在網路上但不執行訂單,請取消此選項。 <hl>僅限物品運輸者</>:勾選此選項後,機器人不會執行這個裝置的訂單,只有物品運輸元件會傳送物品。 <hl>運輸路線</>:不斷地從<hl>前往</>提取,並運送至<hl>儲存</>。這需要設定<hl>前往暫存器</>和<hl>儲存暫存器</>。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 2: Parameters |自動化2:參數 | |- |<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>自動化2:</> <bl>參數設定</> <bl>參數是簡單的</><hl>上下文</><bl>設定,用來告訴您的裝置或元件如何運作</>。 主要有兩種參數:<hl>裝置參數</>和<hl>元件參數</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>裝置參數</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| 信號 | 視覺 | 儲存 | 前往 |</> <img image="Main/textures/codex/ui/line_h1.png"/> 選取一個<bl>參數</>將會彈出該元件的可用值面板。為清空該<bl>參數</>,您可以點擊<Key action="ExecuteAction" style="hl"/>或是從一個參數拖曳線條至另一個參數,進而建立連接。這種連接可以將一個參數的值傳送到目標參數,讓您在不同元件間交換資訊。如果想移除連接,只需再次建立相同的連接。要移除連接,只需重新建立相同的連接。您可以使用<hl>信號</>將參數的值傳送給另一個裝置。若要複製某參數的值到另一個裝置,只需按住<hl>Ctrl鍵</>邊拖曳即可。 每個裝置都有一組具有額外功能的四個通用參數。 <icon icon="icon_context"/> <hl>「前往」</>是一個通用的<bl>參數</>,您可以點擊<Key action="ExecuteAction" style="hl"/>來設定,代表您裝置當前的焦點。若此參數指向裝置知道如何互動的物體或場景,裝置就會專注於該互動,如提取物品或開啟可探索的建築。若「前往」指向的裝置是可移動的,機器人會試圖跟隨它。 <icon icon="icon_home"/> <hl>「儲存」</>會將一個裝置連接到另一個。如果「儲存」指向另一個裝置或建築,當它閒置時會前往該處並轉移其庫存。在世界中的某物體上按下「<hl>Ctrl + </><Key action="ExecuteAction" style="hl"/>」可以設定儲存參數,當沒有指定物體時則可以清除此設定。 <icon icon="icon_vision"/> 當您開啟視覺覆蓋層時,<hl>「視覺」</>參數將會在遊戲畫面中展現。您可以透過此功能,獲得裝置當前執行任務的視覺提示。一個實用的技巧是將生產元件的參數與視覺參數連結,這樣就可以知道該裝置內部正在生產什麼。 <icon icon="icon_signal"/> <hl>「信號」</>參數是傳送資訊給其他裝置的簡單方法。它可以透過<hl>信號讀取器</>元件來讀取。 <img image="Main/textures/codex/ui/line_h2.png"/> <hl>【前往】</> 如果您將<bl>前往參數</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>設為另一個裝置,它會跟隨該裝置。 您可以將<hl>拖到</>裝置(<bl>前往參數</>),或點擊該裝置上的<Key action="ExecuteAction" style="hl"/>來設定。 <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>【儲存】</> 設定<bl>儲存參數</>至裝置上的建築,將使該裝置將其所有物品儲存在該建築中。 <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>在上述例子中,當裝置從採礦中取得滿載時,它會將物品運到建築物並清空其庫存,然後再返回繼續採礦。</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>【轉移】</> 將一棟建築的<bl>儲存參數</>設定為另一棟建築,網路上的裝置就會將物品移至該儲存建築。 <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>【運輸路線】</> 如果在物流網路選單中勾選了運輸路線:<img image="Main/textures/codex/menushots/transport_route.png"/> <gray>(在手冊條目「自動化1:物流網路選單」中有更多關於選單的資訊)</> <hl>【取貨和儲存】</> 如果您將<bl>前往參數</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>設定為另一個裝置並勾選了<bl>運輸路線</>,它將從該裝置提取物品。 如果您將<bl>儲存參數</><img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/>設定為另一個裝置,它將在該裝置中儲存或卸下物品。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>元件參數</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>某些</><hl>元件</><bl>會有參數,當設定時會啟動該元件的功能</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>挖礦</>元件會開採其參數中指定的資源節點。如果參數中設定了特定的資源類型,如<hl>金屬礦石</>或<hl>水晶</>,元件會嘗試在可見範圍內尋找相符的資源節點。如果指定了一個數字,那元件只會挖掘到該數量的物品或直到滿為止。 <img image="Main/textures/codex/registers/codex_production.png"/> <hl>生產</>元件的參數指定要生產的物品或裝置。如果有,您也可以將裝置藍圖設定到參數中,以製造之前儲存的預製裝置。生產裝置上的第二個參數顯示了生產所需的下一個材料。這對於傳遞給其他元件以建立生產鏈非常有用。 <img image="Main/textures/codex/registers/codex_research.png"/> <hl>上行鏈路</>和研究元件會顯示目前正在研究的技術。與生產元件類似,第二個參數會顯示完成研究所需的新材料。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 3: Behavior UI |自動化3:行為介面 | |- |<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>自動化3:</><bl>行為介面</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1. <hl>選單</> - 由左至右:【<bl>還原 - 停止 - 開始 - 步驟</>】【<bl>知識庫 - 確認</>】 2. <hl>行為指令</>【<bl>裝置 - 移動 - 元件 - 流程 - 數學 - 全局</>】(下拉式選單) 3. <hl>行為名稱和描述</>,給它一個名稱。 4. <hl>新增和移除參數</>。使用加號來加入<bl>參數</>。使用減號來移除<bl>參數</>。 5. <hl>裝置參數</> - 由左至右:【<bl>信號 - 視覺 - 儲存 - 前往】</> | |- |Automation 3: Behaviors |自動化3:行為 | |- |<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>行為</> <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"/> 點擊修改行為按鈕即可打開行為編輯畫面。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> 當行為編輯器開啟時,<hl>程式啟動</>將會是您行為的起始點。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> 首先,拖曳<hl>提取物品</>指令至程式啟動,以進行連結。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> 接著,點擊行為編輯器頂端的<bl>【+】</>符號以加入<bl>參數【P1】</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> 將新參數<bl>【P1】</>拖至<hl>提取物品</>的來源 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> 現在,P1參數的設定將作為指令來源的輸入。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> 對卸下指令重複相同步驟。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> 加入參數2【P2】並將它拖至卸下指令的來源。 <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> 將您的行為重新命名為例如「轉運行為」,您也可以加上描述。 <img image="Main/textures/codex/auto3_behavior/confirm.png"/> 點擊確認按鈕以回到主畫面。 <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> 您所創建的參數【P1】和【P2】現在可以設定。 <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> 設定【P1】為您想要從哪個建築提取物品,而【P2】則為您想要卸下物品的建築。 <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> 點擊執行按鈕即可開始行為。 <img image="Main/textures/codex/ui/line_h1.png"/> | |- |Advanced Research |進階研究 | |- |<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>進階研究</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>要想突破基礎科技樹,資料立方是不可或缺的。</> <img id="robot_datacube" width="64" height="64"/><hl>資料立方</> <bl>這些資料立方裡的資料極其密集。</> 我們只能解讀其表層的資料。 這些資料立方中所含有的機器人技術資訊與我們的非常類似。 <img image="Main/textures/codex/ui/line_h1.png"/> 其他種族的資料立方也呈現出相同的密集特質。 <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 |進階研究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>進階研究2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>要想將技術進一步推向進階科技樹,儲存矩陣是不可或缺的。</> <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> <bl>這些儲存具有內部的矩陣結構,能夠容納上述資料立方中的資料群。</> 顯然,這些儲存矩陣是由一種與我們相似的生命體所建造的。 <img image="Main/textures/codex/ui/line_h1.png"/> 其他種族的資料立方也與這些儲存矩陣相容。 <img id="robot_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> <img id="human_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> <img id="alien_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 3 |進階研究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>進階研究3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>為了將技術推進至更進階的科技樹,資料立方和儲存矩陣都是不可或缺的。</> <img id="robot_research" width="64" height="64"/><hl>研究矩陣</> <bl>資料可以從立方上傳至資料矩陣。</> 當這操作完成後,就會建立研究矩陣,使我們能完全讀取資料立方中的資訊。 <img image="Main/textures/codex/ui/line_h1.png"/> 這也適用於其他種類的資料立方。 <img id="robot_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> = <img id="robot_research" width="64" height="64"/><hl>研究矩陣</> <img id="human_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> = <img id="human_research" width="64" height="64"/><hl>研究矩陣</> <img id="alien_datacube" width="64" height="64"/><hl>資料立方</> + <img id="datacube_matrix" width="64" height="64"/><hl>儲存矩陣</> = <img id="alien_research" width="64" height="64"/><hl>研究矩陣</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Bugs |臭蟲 | |- |<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>臭蟲</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>該星球的原生臭蟲生態</> <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"/> 這個星球上的臭蟲天生對入侵者持有敵意。 <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"/> 這些臭蟲主要棲息在星球的岩石高原地區的地下蟲巢中。 為了阻止牠們到地表,我們必須消滅這些蟲巢和洞穴。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Components |元件 | |- |<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>元件介紹</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>裝置可以透過將</><hl>元件</><bl>放入任何可用的</><hl>插槽</><bl>來進行客製化,從而為該裝置啟用新功能。</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> 元件有四種尺寸:<hl>小型</>、<hl>中型</>、<hl>大型</>以及<hl>內部型</>,且只能裝配在同等尺寸或更大的插槽中。 <img image="Main/textures/codex/ui/sockets.png"/> 元件需要單獨製造,才能用來裝備,並且可以透過<hl>參數</>連接來自動化各種功能。 裝置在裝備元件之前功能有限。然而,移動裝置可以自由提取和卸下物品,而建築物在沒有支援元件的情況下則不能這麼做。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 1: Radar |物流1:雷達 | |- |<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>元件:物流</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>雷達</> 這款<hl>可攜式雷達</><img width="50" height="50" id="c_portable_radar"/>是您在物流技術中最先解鎖的主要元件之一。 <bl>雷達可以設定為搜尋特定的物品或實體(多重過濾器不適用於多個物品)</> 例如,它可以設定為搜尋金屬礦石<img width="50" height="50" id="metalore"/>、敵人<img width="50" height="50" id="v_enemy_faction"/>或未探明的遺跡<img width="50" height="50" id="v_unsolved"/> <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> 前三個框格<rl>(1)</>是<hl>過濾條件</>,而最後一個框格<rl>(2)</>是<hl>雷達結果</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>多重過濾器</> <bl>多重過濾器可以用來細化搜尋結果。</> 例如,這個設定會搜尋<hl>矽石</>和<hl>掉落的物品</>。它只會在地面上尋找散落或掉落的矽石,而不是可開採的礦石。 <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2:信號讀取器 | |- |<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>組件:物流</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>信號讀取器</> <bl>使用</><hl>信號讀取器</><img width="50" height="50" id="c_signal_reader"/>,<bl>一個實體可以讀取另一個實體的</><hl>信號參數</><img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/><bl>。</> 例如:雙子機器人從小熊的信號參數中讀取資訊。 <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> 在上面的例子中,雙子機器人的<hl>信號讀取器</>設定為目標小熊。 <rl>(2)</> 從小熊的<hl>信號參數</>中收到的結果是<bl>【金屬礦石】</><img width="50" height="50" id="metalore"/> <rl>(3)</> 然後將該結果輸入到其採礦元件中。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 3: Transporters |物流3:運輸器 | |- |<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>組件:物流</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>運輸器</> <bl>搭配</><hl>可攜式運輸器</><img width="50" height="50" id="c_portablecrane"/>(範圍1),裝置能夠直接將物品或元件傳給它旁邊的另一個裝置。 <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> 在上述的例子中,中間的生產建築內部欄位裝有一個可攜式運輸器。有了它: <rl>(1)</> 在左邊的<hl>儲存區塊</>裡儲存的<bl>金屬條</>和<bl>金屬板</>會被運送到<hl>生產建築</>中。 <rl>(2)</> 在<hl>生產建築</>中製造的<bl>加固板</>會被運送到右邊的<hl>儲存區塊</>裡。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 4: Drones |物流4:無人機 | |- |<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>元件:物流</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>無人機與無人機港</> <bl>無人機港</><img width="50" height="50" id="c_drone_port"/><bl>用於容納執行物流功能的</>無人機<img width="50" height="50" id="f_drone_transfer_a"/><bl>(即完成訂單)。</> 無人機包裹<img width="50" height="50" id="drone_transfer_package"/>與無人機港分開製造,必須拖放到港口的庫存中才能裝載無人機。 <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 |新手入門 | |- |<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>新手入門</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>快速入門注意事項:</> *機器人一開始可能會顯得笨拙,因為它只會按照您的指令進行操作。 *配備新的<hl>元件</>可以讓機器人進行更多動作。 *您可以在<hl>元件</>部分查看機器人可以進行的動作。 *每個機器人都有一套四種基本的通用<bl>參數:信號、視覺、儲存和前往</>,但每一種都有其特殊功能。 *右鍵點擊遊戲中的物體可以設定<bl>前往參數</>。 *如果<bl>儲存參數</>指向另一機器人或建築物,當其處於空閒狀態時,它將返回該位置並將其所有庫存轉移過去。也可以使用Ctrl+<Key action="ExecuteAction"/>進行設定。 *<bl>「視覺參數」</>可以隨意設定。當您按Tab鍵時,這個參數的設定就會在彈出視窗中顯示。 *<bl>參數</>可以相互連接,並將來源參數的值複製到目標參數。透過從一個參數拖到另一個參數來建立連接。重建相同的連接即可移除連接。 *許多遊戲系統和元件透過<bl>參數</>進行互動,例如在行為中。它們有時也被稱為<hl>暫存器</>。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>目標</> <bl>要遵循目標:</>點擊每個<hl>目標</>了解該做什麼。 <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/><desc>之前的目標也可以在手冊或進度選單中查看</> 如果您不希望<hl>目標</>在清單中顯示,您可以打開進度選單並取消勾選「顯示於遊戲畫面」選項。 <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>以下是一些基本入門指南:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>鏡頭移動</> 除了使用<hl>WASD</>來移動鏡頭外,您還可以<hl>右鍵點擊</>並拖曳螢幕。 <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>給予指令</> <hl>點擊右鍵</>用於移動並發出命令和指示。(例如:在節點上點擊右鍵以挖掘) <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> 在元件上點擊右鍵即可打開上下文選單。 <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>移動物品</> 物品可以自動移動(參見:手冊中的自動化)或手動移動。 <hl>手動移動物品:</> 您可以將物品從一個裝置拖放到另一個裝置或在裝置和建築物之間。 <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/><desc>直接從機器人拖放水晶到建築物</> 您也可以將物品拖放到地面。 <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/><desc>地面上的物品不會被物流網路識別</> <hl>注意:</>被放置在地面上的物品不會被物流網路識別,需要手動撿取或由雷達偵測和取回。 <img image="Main/textures/codex/ui/line_h1.png"/> <bl>視覺顯示</> 了解您網路的關鍵顯示: 1) <hl>網格</> - <hl>P</>鍵 2) <bl>視覺模式(3)</> - <hl>TAB</>(循環切換3種模式) 1) <hl>網格</>代表<bl>電網</>和<bl>物流網路</> <img image="Main/textures/codex/gettingstarted/power_network.png"/> 一個在<hl>網格</>上的機器人 1) 會從網格接收<bl>電力</> 2) 如果他們的<bl>物流網路</>按鈕為開啟,將會履行網路的訂單。 <desc>(參見:手冊中的連接到物流網路)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>視覺模式(3)</> <hl>TAB</>(循環切換3種模式) <hl>模式1:</>僅顯示視覺參數(默認) <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>機器人上的視覺覆蓋顯示它正在挖掘的內容</> <hl>模式2:</>顯示視覺參數、狀態圖示和範圍 <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>機器人存放到儲存裝置</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>一個顯示機器人被阻擋的狀態圖示</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>機器人正在履行的當前訂單</> <hl>模式3:</>所有視覺都關閉(除了當框架沒電時的沒電狀態圖示) <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>「沒電」狀態圖示在所有模式中都會顯示</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Hotkeys |熱鍵 | |- |<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>熱鍵</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>遊戲</> 遊戲選單:<Key action="InGameMenu" style="bl"/> 暫停功能:<Key action="PauseGame" style="bl"/> 地圖覆蓋:<Key action="MapOverlay" style="bl"/> 聊天:<Key action="Chat" style="bl"/> <hl>鏡頭</> 切換鏡頭旋轉:<Key action="MouseCameraRotateToggle" style="bl"/> 鏡頭縮放:<Key axis="CameraZoom" style="bl"/> 還原鏡頭位置:<Key action="CameraHome" style="bl"/> 鏡頭坐標歸位:<Key action="CameraZero" style="bl"/> 追蹤鏡頭:<Key action="Camera_FollowTarget" style="bl"/> <hl>裝置</> 選取裝置:<Key action="SelectAction" style="bl"/> 移動裝置:<Key action="ExecuteAction" style="bl"/> <hl>選單</> 科技樹:<Key action="Tech" style="bl"/> 建造選單:<Key action="Build" style="bl"/> 遊戲進度:<Key action="Progress" style="bl"/> 手冊:<Key action="Codex" style="bl"/> 知識庫:<Key action="Library" style="bl"/> 控制中心:<Key action="FactionView" style="bl"/> <hl>資料</> 切換詳細資料:<Key action="ToggleAdvanced" style="bl"/> 電網:<Key action="PowerInfo_Toggle" style="bl"/> 切換路徑線:<Key action="ShowPath" style="bl"/> 視覺化:<Key action="MapOverlay" style="bl"/> <hl>複製</> 複製設定值:<Key action="UnitCopy" style="bl"/> 貼上設定值:<Key action="UnitPaste" style="bl"/> <hl>建築指令</> 建造選單:<Key action="Build" style="bl"/> 游標:<Key action="CursorGrid_Toggle" style="bl"/> 旋轉元件:<Key action="RotateConstructionSite" style="bl"/> <gray>(懸浮在元件圖示)</> 旋轉建築/地點:<Key action="RotateConstructionSite" style="bl"/> <gray>(懸浮在建築/地點)</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Inventory Management |庫存管理 | |- |<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>庫存與儲存空間</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>庫存</><bl>是機器人和建築物用來存放未安裝在插槽中的物品和元件的空間。</> <hl>儲存空間</><bl>會為機器人提供必要時存放物品的空間。</> 當某個元件(例如:採礦機或製造機)因其所在的建築已滿而無法輸出物品時,它將停止生產,直到有空間為止。 然而,當一座儲存建築設有<hl>共享儲存</><img width="50" height="50" id="c_shared_storage"/>元件時,它會成為一個儲存場所,可在其他建築或裝置已滿時存放多餘的物品。 有些儲存<bl>元件</>可以加入來提供額外的儲存欄位,但該裝置上的所有欄位都將成為可用的儲存空間。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>庫存管理</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>指定數量</> 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) 在一堆庫存上單擊右鍵並選擇【指定數量】 2) 輸入您希望從該庫存中取走的數量。 3) 從圖示上按下左鍵並拖曳。 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>固定欄位</> 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) 在一堆庫存上單擊右鍵並選擇【固定此物品到欄位】 2) 鎖定圖示表示欄位已固定。 3) 也可以透過在空欄位上單擊右鍵並選擇【固定空欄位】來設定。 4) 在庫存的左上角圖示上單擊右鍵可選擇【固定所有欄位】 5) 欄位可以透過單擊右鍵並選擇【取消固定】選項來解除固定。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Power |電力 | |- |<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>電力</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>裝置需要</><hl>電力</><bl>來運作</> 電力不足會導致效率降低和生產變慢。如果裝置耗盡電力,其元件將停止運作,移動速度也會大幅降低。您可以隨時使用電源按鈕或按下<Key action="ToggleAdvanced" style="hl"/>來關閉裝置,使其停止運作。 <img image="Main/textures/codex/ui/line_h1.png"/> <header>電網</> <hl>電網</><bl>確定了機器人可以在網格供電下自由移動的區域。</>。 網格內的發電機會增加網格的總電力,而使用中的元件將從這個電池池中取電。您可以使用小地圖下方的按鈕或按<Key action="PowerInfo_Toggle" style="hl"/>來切換查看電網。 <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>電力類型</> <hl>【發電器】</> <bl>發電器</>會持續地*向<hl>電網</>供應電力,而這供應不是基於需求的。多餘的電力可以儲存起來。<gray>(詳見下方的電池部分)</> <gray>注意:發電器不一定會自己產生電網。</> <img width="50" height="50" id="c_solar_cell"/><bl>太陽能電池</>在日間為網路提供持續的電力。 <img width="50" height="50" id="c_wind_turbine"/><bl>風力渦輪機</>為網路提供持續的電力。在高原上,它們的生產電力是平原的兩倍。 *只要其供電條件成立(例如,太陽能電池需要有日光),它就會持續供電。 <hl>【電池】</> <bl>電池</>根據需求為<hl>電網</>提供電力。當網路的電力不足時,它會從電池中抽取電力,電池的電力會減少。電池的充電方式取決於電池的類型。 當網格內的<hl>耗電量</>超過<hl>產電量</>時,<img width="50" height="50" id="c_small_battery"/><bl>電池</>會提供其儲存的電力。它們的充放電速率取決於大小,有其限制。電池會使用所在網格的多餘電力進行充電。例如,與太陽能電池結合使用時非常有效,可以彌補夜間的電力損失。 <img width="50" height="50" id="c_crystal_power"/><bl>水晶能源</>會像標準電池一樣為您的網格提供電力。但它們不會使用多餘的電力進行充電,而是透過消耗和轉換水晶碎片來產生電力。 <hl>【電力場】</> <img width="50" height="50" id="c_small_relay"/><bl>電力場</>會在其裝備的裝置周圍產生一個電網。將它們重疊在現有的電網上可以擴展您當前電網的範圍。但電力場本身不會提供電力。在電網內的發電器和電池會為該電網供電。如果您建立了一個完全獨立的電網,那麼它將需要自己的發電器。 <hl>【電力傳輸】</> <img width="50" height="50" id="c_power_transmitter"/><bl>能源發射器</>可以向單個裝置傳送有限的能量,使該裝置可以在電網之外自由移動。 <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Production |製造 | |- |<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>製造</> <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>像是</><hl>製造機</><bl>和</><hl>組裝機</> <bl>的製造元件,可以讓您生產新的物品。</> <header>製造元件:</> <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>製造機</> 早期製造元件和簡單的材料 <hl>組裝機</> 主要製造和進階材料 <hl>機器人組裝機</> 主要是機器人製造元件、高科技材料和封裝裝置 <hl>提煉機</> 專業材料製造 <img image="Main/textures/codex/ui/line_h1.png"/> <header>設定製造:</> 將參數設定為要生產的物品時,會根據生產數量嘗試保留所需材料。如果生產數量設定為無限大,則會保留半堆的材料。 當裝置內不包含所需材料時,就會發出訂單,這樣連接到物流網路的裝置在有材料時就能夠運送所需的材料。第二個參數顯示了接下來所需的材料。 如果沒有可用的欄位輸出已生產的物品,生產將會停止,直到有空欄位可以使用。 <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"/> 為了進步並建造新的框架/元件,您需要收集情報和資源以研究新技術。 <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/>使用右側選單上的按鈕打開科技樹,或按<Key action="Tech" style="hl"/>。 <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> 選擇可用於研究的技術,您將能夠看到已獲得的技術以及解鎖它的需求。 按下<hl>設定研究</>按鈕,將其設定為所選的研究項目。 <img image="Main/textures/codex/ui/line_h1.png"/> <hl>進度條</> <bl>進度</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 進度條首先會以較深的條狀來表示一個上行鏈路的進度,如果您有多個上行鏈路,則會顯示多個上行鏈路的進度。 隨著步驟的完成,進度條會變亮,且已完成的步驟數量會增加。 *多個上行鏈路能夠同時研究單一步驟,這可以大幅縮短研究時間,但會增加大量的能源消耗。</nowiki> | |- |E.L.A.I.N |E.L.A.I.N | |- |Datacubes |資料立方 | |- |<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>資料立方</> <header>資料立方</> <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</>. |這些<hl>資料立方</><img id="robot_datacube" width="25" height="25"/>擁有非常密集的資料集群。目前看來,我們只能存取表層的資料。 如果我們能找到更多這類的立方,就能更深入瞭解這個世界。 累積足夠的數量,將有助於我們解鎖<bl>門戶技術</>。 | |- |Resources |資源 | |- |<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>資源</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>基本資源</>:金屬礦石、水晶、矽石 <img image="Main/textures/codex/ui/line_h1.png"/> 整個世界中都可以找到<hl>基本資源</>,並且可以用採礦機來採集。其他類型的資源可能需要更先進的提取設備,並在不同的生產工廠中進行加工。 選擇一個裝備有採礦元件的裝置並與資源互動,如果能夠進行,它會開始採集資源。這會把資源節點存入元件的參數中。一旦此節點耗盡,它會尋找類似資源類型的節點並繼續採集。 <hl>設定參數</> 您也可以將資源項目設定到元件的參數中,裝置會自動在可見半徑內尋找資源節點。如果在參數中設定了一個數字,那麼採礦機只會在其庫存中的資源少於該數量時進行提取。 透過將雷達元件連接到採礦元件的參數,可以擴展採礦設備的範圍。 <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Unlocked Items |已解鎖物品 | |- |Rotation |旋轉 | |- |<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>旋轉:</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>建築物和元件都可以旋轉。</> 建造建築物時按<Key action="RotateConstructionSite" style="bl"/>來設定其方向。 <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 您也可以在建築物建好後旋轉它。將滑鼠懸停在建築物上,然後按<Key action="RotateConstructionSite" style="bl"/>鍵。 <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 要旋轉元件,將滑鼠懸停在插入的元件圖示上,然後按<Key action="RotateConstructionSite" style="bl"/>鍵。 <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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