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== File: data/codex == {| class="wikitable" style="white-space:pre-wrap" ! English ! Japanese ! * |- |Goals |ç®æš | |- |Research Blight |ãã©ã€ãã®ç ç©¶ | |- |Extract and Research Blight Gas |ãã©ã€ãã¬ã¹ã®æœåºãšç ç©¶ | |- |<nowiki><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"/></nowiki> |<nowiki><img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/icons/items/blight_extraction.png" width="64" height="64"/><header>ãã©ã€ãã®ç ç©¶</> <bl>ãã©ã€ãã¬ã¹ã®æœåºãšç ç©¶</> <hl>ãã©ã€ãæœåºè£ 眮</><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>ãã©ã€ãã¬ã¹</> ã¬ã¹ãæœåºã§ããããã«ããã©ã€ãæœåºè£ 眮ãåãããŠãããããã©ã€ãã«æ±æããããšãªã¢ã«é 眮ãã <img image="Main/textures/codex/botshots/in_blight.png" width="400" height="200"/> <hl>ãã©ã€ãã¬ã¹ã®å°ã蟌ã</> ãã©ã€ãã¬ã¹ã¯éåžžã®ã€ã³ãã³ããªã¹ãããã«ã¯åçŽã§ããªããæœåºè£ 眮ã«ã¯ã¬ã¹ãå°ã蟌ããããã®ç¹å¥ãªå®¹åšãåãã£ãŠããã <img image="Main/textures/codex/inventory/blight_inventory.png" width="300" height="100"/> ããã«ããã©ã€ãã¬ã¹ãå°ã蟌ããããã«ç¹å¥ã«èšèšãããã³ã³ããŒãã³ããååšããã <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"/></nowiki> | |- |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>ãã©ã€ã</>ããã®ææãèãã§ããããã§ããé»åå¹²æžã®ããé²å ¥ã§ããŸãããå ¥ãããã®ã§ããã°ãããå°ã調ã¹ãå¿ èŠããããŸãâŠâŠ | |- |Virus Protection |ãŠã€ã«ã¹å¯Ÿç | |- |You have been infected with a virus and must make yourself some protection |ãŠã€ã«ã¹ã«ææããŠããŸã£ãã®ã§ã èªåã®èº«ãå®ããã®ãäœããªããã°ãªããªã | |- |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. |è¿æ¥åã®èªå·±å¢æ®ãŠã€ã«ã¹ã«ææããããã§ãã广ã¯äžæã§ããããŠã€ã«ã¹ãäžæçã«é²åŸ¡ããéšåãäœããŸããã ãã®ã³ã³ããŒãã³ãã¯çµç«æ©ã§è£œé ã§ããŸãããããŸã§ã¯ãææãããŠããããä»ã®ãŠãããã«è¿ã¥ããªãããã«ããŠããããªãææãé²ãã§ãã ããã | |- |<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>ãŠã€ã«ã¹å¯Ÿç</> <bl>ãŠã€ã«ã¹ããä¿è·ããã³ã³ããŒãã³ãã補é ãã</> <img image="Main/textures/codex/ui/line_h1.png"/> ãŠã€ã«ã¹ã«ææãããŠãããã¯ãä»ã®ãŠãããã«ææããªãããã«è¿ã¥ããªãããšããŠã€ã«ã¹ã¯æªç¥ã®å¹æãæã¡ãæå®³ã§ããå¯èœæ§ããããããé²åŸ¡ã®æ§ç¯ãæåªå ããå¿ èŠãããã <img image="Main/textures/codex/botshots/virus_infection.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãŠã€ã«ã¹å¯Ÿçã¬ã·ã</> <img image="Main/textures/codex/items/virus_protection.png"/> çµç«æ©ã«ãŠã€ã«ã¹å¯Ÿçã®ã·ã³ãã«ãªã¬ã·ããåãã£ãŠããããŠã€ã«ã¹ãç ç©¶ããããšã§æ°ããæè¡ãæã«å ¥ãå¯èœæ§ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Codex |ã³ãŒããã¯ã¹ | |- |Automation |ãªãŒãã¡ãŒã·ã§ã³ | |- |<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>ãªãŒãã¡ãŒã·ã§ã³ã®æŠèŠ</> <bl>ãŠããããšè£œé ã«ã¯</><hl>è€æ°</><bl>ã®</><hl>ãªãŒãã¡ãŒã·ã§ã³ã·ã¹ãã ã</><bl>ããã</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãªãŒãã¡ãŒã·ã§ã³1ïŒ</><bl>ç©æµãããã¯ãŒã¯</> <img image="Main/textures/codex/ui/line_h1.png"/> å<bl>ãããã¯ãŒã¯</>ã¯ããªãŒãã¡ãŒã·ã§ã³ã®æãåºæ¬çã§ãæãæéã®ããããªãã·ã¹ãã ã§ããã ãã®<bl>ãããã¯ãŒã¯</>ã¯<hl>é»åã°ãªãã</>ããããšããã«å¿ ãååšãããç©æµãã¿ã³ããªã³ã«ãªã£ãŠããéãããŠãããã¯ãããã¯ãŒã¯ã«æ¥ç¶ãããŠããã ãããã¯ãŒã¯ã«æ¥ç¶ããããŠãããã¯ããã¬ã€ã€ãŒã®æç€ºãªãã«ãããã¯ãŒã¯å ã§åäœããã <gray>泚ïŒãªãã·ã§ã³ãéžã¹ãç©æµãããã¯ãŒã¯ã¡ãã¥ãŒã§ã¯ãã³ã³ãããŒã«ã远å ã§ãããç©æµãã¿ã³ãå·Šã¯ãªãã¯ãããšã¡ãã¥ãŒã衚瀺ãããã</> <hl>ãªãŒãã¡ãŒã·ã§ã³2ïŒ</><bl>ãã©ã¡ãŒã¿</> <img image="Main/textures/codex/ui/line_h1.png"/> Gotoãä¿ç®¡ãªã©ã®ãã©ã¡ãŒã¿ã䜿çšããããšã§ããŠããããèªååããããšãå¯èœã«ãªãã ãŠãããã«ãã©ã¡ãŒã¿ãèšå®ããããšã§ããã®ãŠããããã©ãã«ç§»åããããããã©ãã«ã¢ã€ãã ã茞éããããããæ£ç¢ºã«æç€ºããããšãã§ããã <hl>ãªãŒãã¡ãŒã·ã§ã³3ïŒ</><bl>åäœ</> <img image="Main/textures/codex/ui/line_h1.png"/> èªååã®äžã§æãå ·äœçãªæ¹æ³ãåäœã§ããã ãã¬ã€ã€ãŒã¯åã ã®ãŠãããã建é ç©ã«åäœã³ã³ãããŒã©ãŒãæå®ããç¹å®ã®æç€ºãããã°ã©ã ããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <rl>æ°èŠãã¬ã€ã€ãŒãžã®ã¢ããã€ã¹</> 1) ã³ãŒããã¯ã¹ã§<hl>ãªãŒãã¡ãŒã·ã§ã³1ïŒ</><bl>ç©æµãããã¯ãŒã¯</>ã«ã€ããŠèªã¿ããŠãããã®ãããã¯ãŒã¯ã®ãªã³ãªããåãæ¿ããããããã«ãªããã<bl>ã·ã¹ãã ã«æ £ãããŸã§ã¯ããããã¯ãŒã¯ãäž»ãªãªãŒãã¡ãŒã·ã§ã³ãšããããšã</> <gray>(ç©æµã¡ãã¥ãŒã¯ã·ã¹ãã ã®æäœã«æ £ããŠãã䜿ãã)</> 2) <hl>ãªãŒãã¡ãŒã·ã§ã³2ïŒ</><bl>ãã©ã¡ãŒã¿</>ãèªã¿ãåºæ¬çãª<bl>ãã©ã¡ãŒã¿ïŒGotoãšä¿ç®¡ïŒ</>ã2次ãªãŒãã¡ãŒã·ã§ã³ãšããŠãããã¯ãŒã¯ã«è¿œå ããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 1: Logistics Network |ãªãŒãã¡ãŒã·ã§ã³1ïŒç©æµãããã¯ãŒã¯ | |- |<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>ãªãŒãã¡ãŒã·ã§ã³ 1:</> <bl>ç©æµãããã¯ãŒã¯</><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"/>ç©æµãããã¯ãŒã¯ãã¿ã³ã¯åãŠãããã®é»æºãã¿ã³ã®é£ã«äœçœ®ããã ãããã¯ãŒã¯ãã¿ã³ã<Key action="ExecuteAction" style="hl"/>ãããšããããã¯ãŒã¯æ¥ç¶ã®ãªã³ãšãªãã<hl>åãæ¿ãã</>ã ãããã¯ãŒã¯ãã¿ã³ã<Key action="SelectAction" style="hl"/>ãããšã<bl>ç©æµèšå®ã¡ãã¥ãŒ</>ã<hl>éã</>ã<gray>ç©æµèšå®ã§ã¯ãããã¯ãŒã¯ã詳ããèšå®ã§ããã詳ããã¯äžèšãåç §ã</> <img image="Main/textures/codex/ui/line_h1.png"/> <gray>ãããã¯ãŒã¯æ¥ç¶ã¯æãåºæ¬çãªãªãŒãã¡ãŒã·ã§ã³æ©èœã§ããã¬ã€ã€ãŒã®æäœã¯å¿ èŠãªããããããã§ã¯ç©æµãããã¯ãŒã¯ãèªåçã«æ©èœããä»çµã¿ã«ã€ããŠèª¬æããã</> <bl>ãŠãããã</><hl>ç©æµãããã¯ãŒã¯</><bl>ã«æ¥ç¶ãããšã</><hl>泚æ</><bl>ãšåŒã°ããä»ã®ãŠãããã®ã¢ã€ãã ã®èŠæ±ãæºããããšãã§ãã</>ã ããã³ã³ããŒãã³ãã«ã¢ã€ãã ãå¿ èŠã«ãªããšãç©æµãããã¯ãŒã¯ã«ãã®ã¢ã€ãã ã®<hl>泚æ</>ãè¡ãããã 察å¿å¯èœãªãŠãããã¯ä»¥äžã®æ¹æ³ã§ãã®èŠæ±ãæºããã 1) <hl>泚æ</>ãåãåã 2) ç©æµãããã¯ãŒã¯å ããå¿ èŠãª<bl>ã¢ã€ãã </>ã調éãã 3) <bl>ã¢ã€ãã </>ãèªåçã«èŒžéãã <hl>äŸïŒ</>é屿£ã補é ããããšããŠããå å·¥æ©ããéå±é±ç³ããªã¯ãšã¹ããããå Žåãå¥ã®ããããè¿ãã®ä¿ç®¡åº«ããéå±é±ç³ãååããå å·¥æ©ã«å±ããã * 泚ïŒåã<hl>é»åã°ãªãã</>äžã®ãŠãããã¯ãåã<bl>ç©æµãããã¯ãŒã¯</>ã«æ¥ç¶ãããŠããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ãããã¯ãŒã¯æ¥ç¶ã«é¢ãããã®ä»ã®æ å ±</> * <bl>ãŠããããç©æµãããã¯ãŒã¯ã«æ¥ç¶ãããšããããã¯ãŒã¯äžã®ä»ã®ãŠãããããã®ãŠãããã®ã€ã³ãã³ããªãå©çšã§ããããã«ãªãã</> * ãªã¯ãšã¹ããããã¢ã€ãã ã¯ãååãããåã«ä»ã®æ³šæã«äœ¿ãããªãããã«ç¢ºä¿ãããã * ç®çå°ã®ç©ºãã¹ããŒã¹ã茞éã®ããã«ç¢ºä¿ãããã空ãã¹ããŒã¹ããªãå Žåãã¹ããŒã¹ã空ããŸã§æ³šæã¯äœæãããªãã ãŸãããŠãããã«ã¢ã€ãã ãéã¶ã¹ããŒã¹ããªãå Žåãããã®æ³šæã¯ååãããªããæ³šæã¯äžåºŠã«1ã€ã®ã¢ã€ãã ã¹ã¿ãã¯ãŸã§ããé éããããäžåºŠã«1ã€ã®å Žæãããã調éãããªããããã¢ã€ãã ãè€æ°ã®å»ºé ç©ã«æ£ãã°ã£ãŠããå Žåãè€æ°ã®ã¢ã€ãã ãæ±ããæ³šæã«ã¯è€æ°åã®ç§»åãå¿ èŠã«ãªãããšãããã <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãŠãããéã§ã¢ã€ãã ããã©ãã°ãããªã©ã®ç¹å®ã®æäœã¯ãéåžžã®æ³šæãããåªå é äœã®é«ã</><hl>çŽæ¥æ³šæ</><bl>ãäœæãããã</> <hl>泚æãšåªå é äœ</> ç§»åå¯èœãªãŠãããããã®æ³šæã®èŒžéå ãŸãã¯ç®çå°ã§ããå Žåããã®ãŠããããåªå çã«æ³šæãåŠçããã ããã¯ã¢ã€ãã ã茞éããæ¹æ³ãšããŠã¯äŸ¿å©ã§ããããå€§èŠæš¡ãªé»åã°ãªããã§ã¯éåžžã«éå¹ççãšãªãå¯èœæ§ãããã<hl>åäœ</>ã䜿ããšãããã«å¹çããããªãå¯èœæ§ãããã <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Automation 1: Logistics Menu |ãªãŒãã¡ãŒã·ã§ã³1ïŒç©æµã¡ãã¥ãŒ | |- |<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>ãªãŒãã¡ãŒã·ã§ã³ 1ïŒ</> <bl>ç©æµã¡ãã¥ãŒ</><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"/> ç©æµãããã¯ãŒã¯ãã¿ã³ã¯åãŠãããã®é»æºãã¿ã³ã®é£ã«äœçœ®ããã <hl>ç©æµèšå®</>ã¡ãã¥ãŒãéãã«ã¯ãç©æµãããã¯ãŒã¯ãã¿ã³ã<Key action="SelectAction" style="hl"/>ããã <img image="Main/textures/codex/menushots/logistics_settings.png" width="240" height="400"/> <hl>ãã£ã³ãã«</> ãŠããããŸãã¯å»ºé ç©ãå²ãåœãŠãããšãã§ãããã£ã³ãã«ã¯å šéšã§4ã€ããŠãããã¯åããã£ã³ãã«ã«ãããŠããããšã®ã¿çžäºäœçšããããŠãããã«ãããã¯ãŒã¯äžã®ã¢ã€ãã ã ããäŸçµŠãããããåãåããããããããšãã§ããã <hl>åªå é äœ</> ãã®ãŠãããããªã¯ãšã¹ãããæ³šæã¯åªå é äœãé«ããæåã«å®äºããã <hl>泚æã®åŠç</> ãŠãããã¯ããã©ã«ãã§ç©æµãããã¯ãŒã¯ã®æ³šæãåŠçããã æ³šæãéã°ãã«ãŠãããããããã¯ãŒã¯ã«åå ããããå Žåã¯ããã®ããã¯ã¹ã®ãã§ãã¯ãå€ãã <hl>ã¢ã€ãã èŒžéæ©ã®ã¿</> ãã®ããã¯ã¹ã«ãã§ãã¯ãå ¥ãããšãããããã¯ãã®ãŠãããã®æ³šæãåŠçããªããªããã¢ã€ãã èŒžéæ©ã³ã³ããŒãã³ãã ããã¢ã€ãã ãéã¶ããã«ãªãã <hl>茞éã«ãŒã</> ç¶ç¶çã«<hl>Goto</>ããååãã<hl>ä¿ç®¡</>ã«èŒžéãããããã«ã¯<hl>Gotoã¬ãžã¹ã¿</>ãš<hl>ä¿ç®¡ã¬ãžã¹ã¿</>ã®äž¡æ¹ãèšå®ãããŠããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 2: Parameters |ãªãŒãã¡ãŒã·ã§ã³ 2ïŒãã©ã¡ãŒã¿ | |- |<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>ãªãŒãã¡ãŒã·ã§ã³ 2ïŒ</> <bl>ãã©ã¡ãŒã¿</> <bl>ãã©ã¡ãŒã¿</>ã¯ããŠããããã³ã³ããŒãã³ãã®åäœãæç€ºãããã·ã³ãã«ãª<hl>ã³ã³ããã¹ã</>ã®èšå®ã<bl></> ãã©ã¡ãŒã¿ã«ã¯äž»ã«ã<hl>ãŠããã</>ãš<hl>ã³ã³ããŒãã³ã</>ã®2çš®é¡ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãŠããããã©ã¡ãŒã¿</> <img image="Main/textures/codex/icons/registers_base_icons.png" width="272" height="72"/> <bl>| ã·ã°ãã« | ããžã¥ã¢ã« |ä¿ç®¡ | GOTO |</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãã©ã¡ãŒã¿</>ãéžæãããšããã®ã³ã³ããŒãã³ãã§äœ¿çšå¯èœãªå€ãããã«ã«è¡šç€ºãããã<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ãããš<bl>ãã©ã¡ãŒã¿</>ãåé€ãããå¥ã®ãã©ã¡ãŒã¿ã«ãã©ãã°ãããšãªã³ã¯ãããããªã³ã¯ã¯ããã©ã¡ãŒã¿ã®å€ãã¿ãŒã²ããã®ãã©ã¡ãŒã¿ã«è»¢éããã³ã³ããŒãã³ãéã®æ å ±ã®åãæž¡ããå¯èœã«ããããªã³ã¯ãåé€ããã«ã¯ãåããªã³ã¯ãåäœæããã<hl>ã·ã°ãã«</>ã䜿çšãããšããã©ã¡ãŒã¿ã®å€ãå¥ã®ãŠãããã«éä¿¡ã§ããããŸãã<hl>ControlããŒ</>ãæŒããªãããã©ãã°ããããšã§ããã©ã¡ãŒã¿ã®å€ãå¥ã®ãã©ã¡ãŒã¿ã«ã³ããŒããããšãã§ããã åãŠãããã«ã¯4ã€ã®æ±çšãã©ã¡ãŒã¿ããããããããã«è¿œå ã®æ©èœãããã <icon icon="icon_context"/> <hl>Goto</>ã¯æ±çš<bl>ãã©ã¡ãŒã¿</>ã§ã<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããããšã§èšå®ã§ãããŠãããã®çŸåšã®ãã©ãŒã«ã¹ã衚ãããããã¯ãŒã«ãå ã®äœãã«èšå®ãããŠããå Žåããã®ãŠãããã¯ã¢ã€ãã ãæŸã£ãããæ¢çŽ¢å¯èœãªæ§é ç©ãéããããšãã£ãæäœã«éäžãããããç§»åå¯èœãªãŠãããã§ããã°ããããã¯ããã远ããããã <icon icon="icon_home"/> <hl>ä¿ç®¡</>ã¯1ã€ã®ãŠããããå¥ã®ãŠãããã«ãã€ã³ããããä¿ç®¡ãä»ã®ãŠãããã建é ç©ãæããŠããå Žåãã¢ã€ããªã³ã°æã«ããã«è¡ããã€ã³ãã³ããªã転éãããä¿ç®¡ãã©ã¡ãŒã¿ã¯ã¯ãŒã«ãå ã®ãšã³ãã£ãã£äžã§<hl>Ctrl +</><Key action="ExecuteAction" style="hl"/>ãæŒãããšã§èšå®ã§ãããšã³ãã£ãã£ããªãå Žåã¯æ¶å»ãããã <icon icon="icon_vision"/> <hl>ããžã¥ã¢ã«</>ãªãŒããŒã¬ã€ãæå¹ã«ãããšãããžã¥ã¢ã«ãã©ã¡ãŒã¿ãã²ãŒã ãã¬ã€ãã¥ãŒã«è¡šç€ºããããããã䜿çšããŠããŠããããå®è¡ããŠããäœæ¥ãèŠèŠçã«ç¢ºèªå¯èœã補é ã³ã³ããŒãã³ããã©ã¡ãŒã¿ãããžã¥ã¢ã«ãã©ã¡ãŒã¿ã«ãªã³ã¯ããããšã§ããŠãããå ã§äœã補é ãããŠããããç¥ãããšãã§ããã <icon icon="icon_signal"/> <hl>ã·ã°ãã«</>ãã©ã¡ãŒã¿ã䜿ãã°ãä»ã®ãŠãããã«ç°¡åã«æ å ±ãéãããšãã§ããã<hl>ã·ã°ãã«ãªãŒããŒ</>ã³ã³ããŒãã³ããä»ããŠèªã¿åããã <img image="Main/textures/codex/ui/line_h2.png"/> <hl>[ GOTO ]</> <bl>GOTOãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãããšããã®ãŠãããã远ããããã <bl>GOTOãã©ã¡ãŒã¿</>ãããŠãããã«<hl>ãã©ãã°</>ãããããã®ãŠãããäžã§<Key action="ExecuteAction" style="hl"/>ãã¯ãªãã¯ããããšã§èšå®å¯èœã <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>[ ä¿ç®¡ ]</> <bl>ä¿ç®¡ãã©ã¡ãŒã¿</>ããŠãããã®å»ºé ç©ã«èšå®ãããšããã®ãŠãããã¯ãã¹ãŠã®ã¢ã€ãã ããã®å»ºé ç©ã«ä¿ç®¡ããããã«ãªãã <img image="Main/textures/codex/automation/home_mine1.png"/> <img image="Main/textures/codex/automation/home_mine2.png"/> <desc>äžã®äŸã®å Žåãæ¡æã§æºã¿ã³ã«ãªã£ããŠãããã建é ç©ãŸã§ç§»åãããã€ã³ãã³ããªã空ã«ããŠããæ¡æã«æ»ãã</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ ç§»å ]</> 1ã€ã®å»ºé ç©ã®<bl>ä¿ç®¡</>ãã©ã¡ãŒã¿ãå¥ã®å»ºé ç©ã«èšå®ãããšããããã¯ãŒã¯äžã®ãŠããããã¢ã€ãã ãä¿ç®¡çšã®å»ºé ç©ã«ç§»åããã <img image="Main/textures/codex/automation/home_transfer.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>[ 茞éã«ãŒã ]</> ç©æµãããã¯ãŒã¯ã¡ãã¥ãŒã®èŒžéã«ãŒãã«ãã§ãã¯ããŒã¯ãå ¥ã£ãŠããå ŽåïŒ <img image="Main/textures/codex/menushots/transport_route.png"/> <gray>ïŒã¡ãã¥ãŒã®è©³çŽ°ã¯ Codex entry ãªãŒãã¡ãŒã·ã§ã³ 1: ç©æµãããã¯ãŒã¯ã¡ãã¥ãŒãåç §)</> <hl>[ ååã»ä¿ç®¡ </> <bl>GOTOãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_goto.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãã<bl>茞éã«ãŒã</>ã«ãã§ãã¯ããŒã¯ãå ¥ã£ãŠããå Žåããã®ãŠãããããã¢ã€ãã ãååããã <bl>ä¿ç®¡ãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_store.png" width="45" height="45"/>ãä»ã®ãŠãããã«èšå®ãããšããã®ãŠãããã«ã¢ã€ãã ãä¿ç®¡ãŸãã¯ããããããããšãã§ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/> <header>ã³ã³ããŒãã³ããã©ã¡ãŒã¿</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ç¹å®</>ã®<hl>ã³ã³ããŒãã³ã</>ã«ã¯ã<bl>èšå®ãããšãã®ã³ã³ããŒãã³ãã®æ©èœãæå¹ã«ãããã©ã¡ãŒã¿ãããã</> <img image="Main/textures/codex/registers/codex_miner.png"/> <hl>æ¡æ</>ã³ã³ããŒãã³ãã¯ãã©ã¡ãŒã¿ã§æå®ãããè³æºããŒããæ¡æããããã©ã¡ãŒã¿ã«<hl>éå±é±ç³</>ã<hl>æ°Žæ¶</>ãªã©ã®è³æºã¿ã€ããèšå®ãããŠããå Žåãã³ã³ããŒãã³ãã¯å¯èŠç¯å²å ã§äžèŽããè³æºããŒããèŠã€ããããšãããæ°å€ãæå®ãããŠããå Žåãã³ã³ããŒãã³ãã¯ãã®ã¢ã€ãã ã®éãŸã§ããŸãã¯æºã¿ã³ã«ãªããŸã§ããæ¡æããªãã <img image="Main/textures/codex/registers/codex_production.png"/> <hl>補é </>ã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã¯è£œé ããã¢ã€ãã ãŸãã¯ãŠããããæå®ãããå©çšå¯èœã§ããã°ããŠãããã®ãã«ãŒããªã³ãããã©ã¡ãŒã¿ã«èšå®ããŠã以åã«ä¿åããæ¢æãŠãããã補é ããããšãå¯èœã補é ãŠãããã®2çªç®ã®ãã©ã¡ãŒã¿ã¯ã補é ã«å¿ èŠãªæ¬¡ã®æåã瀺ããŠãããä»ã®ã³ã³ããŒãã³ãã«æž¡ããŠè£œé ãã§ãŒã³ãäœãéã«äŸ¿å©ã <img image="Main/textures/codex/registers/codex_research.png"/> <hl>ã¢ãããªã³ã¯</>ãšç ç©¶ã³ã³ããŒãã³ãã¯ãçŸåšç ç©¶äžã®æè¡ã瀺ãã補é ã³ã³ããŒãã³ããšåæ§ã«ã2ã€ç®ã®ãã©ã¡ãŒã¿ã«ã¯ç ç©¶ãå®äºãããããã«æ°ãã«å¿ èŠãªæåã衚瀺ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Automation 3: Behavior UI |ãªãŒãã¡ãŒã·ã§ã³ 3ïŒåäœUI | |- |<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>ãªãŒãã¡ãŒã·ã§ã³ 3:</><bl>åäœUI</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/menushots/behaviorUI.png" width="450" height="500"/> 1) <hl>ã¡ãã¥ãŒ</> - å·Šããå³ãž [<bl>å ã«æ»ã - 忢 - åç - ã¹ããã</>] [<bl>ã©ã€ãã©ãª - 確èª</>] 2) <hl>åäœã®æç€º</> [<bl>ãŠããã - ç§»å - ã³ã³ããŒãã³ã - ãã㌠- èšç® - ã°ããŒãã«</>] (ããããããŠã³ã¡ãã¥ãŒ) 3) <hl>åäœã®ååãšèª¬æ</>ïŒååãã€ãã 4) <hl>ãã©ã¡ãŒã¿ã®è¿œå ãšåé€</>ïŒãã©ã¹èšå·ã§<bl>ãã©ã¡ãŒã¿</>ã远å ããããã€ãã¹èšå·ã§<bl>ãã©ã¡ãŒã¿</>ãåé€ãã 5) <hl>ãŠããããã©ã¡ãŒã¿</> - å·Šããå³ãž [<bl>ã·ã°ãã« - ããžã¥ã¢ã« - ä¿ç®¡ - Goto</>] | |- |Automation 3: Behaviors |ãªãŒãã¡ãŒã·ã§ã³ 3ïŒåäœ | |- |<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>åäœ</> <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"/> åäœä¿®æ£ãã¿ã³ãã¯ãªãã¯ããåäœç·šéç»é¢ãéãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/01_prog_start.png"/> åäœç·šéç»é¢ãéãããã<hl>ããã°ã©ã éå§</>ãåäœã®éå§ç¹ãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/02_pick_up.png"/> ãŸãã¯<hl>ã¢ã€ãã ãæŸã</>æç€ºããããã°ã©ã éå§ãã«ãã©ãã°ããŠã€ãªããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/03_add_param.png"/> 次ã«ãåäœç·šéç»é¢ã®äžéšã«ãã<bl>[+]</>èšå·ãã¯ãªãã¯ããŠã<bl>ãã©ã¡ãŒã¿[P 1]</>ã远å ãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/04_drag_param.png"/> æ°ãããã©ã¡ãŒã¿<bl>[P1]</>ããã¢ã€ãã ãæŸããã®<hl>ãœãŒã¹</>ã«ãã©ãã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/05_param_icon.png"/> ããã§ãP1ãã©ã¡ãŒã¿ãèšå®ããããã®ã¯ãã¹ãŠãæç€ºãœãŒã¹ã®å ¥åãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/06_drop_off.png"/> åãæäœããããããªãã®æç€ºã«ãè¡ãã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/07_param2.png"/> ãã©ã¡ãŒã¿ 2 [P2]ã远å ãããããããªãæç€ºã®ãœãŒã¹ã«ãã©ãã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/auto3_behavior/08_rename.png"/> åäœã®ååãã茞éã®åäœããªã©ã«å€æŽããå¿ èŠã§ããã°èª¬æã远å ããã <img image="Main/textures/codex/auto3_behavior/confirm.png"/> 確èªãã¿ã³ãã¯ãªãã¯ããŠã¡ã€ã³ç»é¢ã«æ»ãã <img image="Main/textures/codex/auto3_behavior/09_parameters.png"/> ããã§ãäœæãããã©ã¡ãŒã¿[P1]ãš[P2ã䜿ããããã«ãªãã <img image="Main/textures/codex/auto3_behavior/10_set_parameters.png"/> [P1]ã«ã¯éè·å ã®ãã«ãã[P2]ã«ã¯éãå ã®ãã«ãèšå®ããã <img image="Main/textures/codex/auto3_behavior/start_behavior.png"/> å®è¡ãã¿ã³ãã¯ãªãã¯ããŠåäœãéå§ããã <img image="Main/textures/codex/ui/line_h1.png"/> | |- |Advanced Research |é«åºŠãªç ç©¶ | |- |<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>é«åºŠãªç ç©¶</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããŒã¿ãã¥ãŒãã¯ãåºæ¬æè¡ããªãŒãè¶ ããŠæè¡ãæŒãé²ããããã«å¿ èŠãªãã®ã§ããã</> <img id="robot_datacube" width="64" height="64"/> <hl>ããŒã¿ãã¥ãŒã</> <bl>ãããã®ããŒã¿ãã¥ãŒãã¯ã極ããŠé«å¯åºŠã®ããŒã¿ã¯ã©ã¹ã¿ãŒãæã£ãŠããã</> ããŒã¿ãã¥ãŒãããã¯è¡šé¢ã¬ãã«ã®ããŒã¿ããçŽæ¥èªã¿åãããšãã§ããªãã ããŒã¿ãã¥ãŒãã«ã¯ãæã ãšæ¥µããŠé¡äŒŒããããããæè¡ã«é¢ããæ å ±ãå«ãŸããŠããã <img image="Main/textures/codex/ui/line_h1.png"/> ä»ã®çš®æã®ããŒã¿ãã¥ãŒããåæ§ã«é«å¯åºŠãªæ§é ãæã£ãŠããã <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 |é«åºŠãªç ç©¶ 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>é«åºŠãªç ç©¶ 2</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>èšæ¶è£ 眮ãããªã¯ã¹ã¯ãå 端æè¡ããªãŒãè¶ ããŠæè¡ãæŒãé²ããããã«å¿ èŠãªãã®ã§ããã</> <img id="datacube_matrix" width="64" height="64"/> <hl>èšæ¶è£ 眮ãããªã¯ã¹</> <bl>ãããã®èšæ¶è£ 眮ã¯å éšã«ãããªãã¯ã¹æ§é ãæã¡ãäžèšã®ããŒã¿ãã¥ãŒãã®ããŒã¿ã¯ã©ã¹ã¿ãŒãæ ŒçŽããããšãã§ããã</> åæ§ã®çåœäœã«ãã£ãŠäœãããããšã¯æããã ã <img image="Main/textures/codex/ui/line_h1.png"/> ä»ã®çš®æã®ããŒã¿ãã¥ãŒãããããã®ã¹ãã¬ãŒãžã»ãããªã¯ã¹ãšäºææ§ãããã <img id="robot_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img id="human_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img id="alien_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>èšæ¶è£ 眮ãããªã¯ã¹</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Advanced Research 3 |é«åºŠãªç ç©¶ 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>é«åºŠãªç ç©¶ 3</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããŒã¿ãã¥ãŒããšä¿ç®¡åº«ãããªã¯ã¹ã¯ãé«åºŠãªæè¡ããªãŒãè¶ ããŠæè¡ãæšé²ããããã«å¿ èŠã§ããã</> <img id="robot_research" width="64" height="64"/><hl>ç ç©¶çšãããªãã¯ã¹</> <bl>ããŒã¿ã¯ãã¥ãŒãããããŒã¿ãããªã¯ã¹ã«ã¢ããããŒãã§ããã</> ãããå®è¡ãããšãããŒã¿ãã¥ãŒãã«ä¿æãããŠããæ å ±ã«å®å šã«ã¢ã¯ã»ã¹ã§ããç ç©¶ãããªã¯ã¹ãäœæãããã <img image="Main/textures/codex/ui/line_h1.png"/> ããã¯ãä»ã®ã¿ã€ãã®ããŒã¿ãã¥ãŒãã«ãåœãŠã¯ãŸã <img id="robot_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="robot_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img id="human_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="human_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img id="alien_datacube" width="64" height="64"/><hl>ããŒã¿ãã¥ãŒã</> + <img id="datacube_matrix" width="64" height="64"/><hl>ä¿ç®¡åº«ãããªã¯ã¹</> = <img id="alien_research" width="64" height="64"/><hl>ç ç©¶çšãããªã¯ã¹</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Bugs |ãã° | |- |<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>ãã°</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ãã®ææã®åšæ¥çç©</> <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"/> ãã®ææã«çæ¯ãããã°ã¯ãèªåãã¡ã®ããªããªãŒã«äŸµå ¥ãããã®ã«å¯ŸããŠæ¬èœçã«æµæãæ±ãã <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"/> ãããã®ãã°ã¯å°äžã«å·£ãäœããäž»ã«ææã®å²©ã®å€ãé«åå°åž¯ã«äœãã§ããã å°è¡šãããã°ãæé€ããããã«ã¯ããããã®å·£ã巣穎ãç Žå£ããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Components |ã³ã³ããŒãã³ã | |- |<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>ã³ã³ããŒãã³ã</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>空ããŠãã</><hl>ãœã±ãã</><bl>ã«</><hl>ã³ã³ããŒãã³ã</><bl>ãè£ çããããšã§ããŠããããã«ã¹ã¿ãã€ãºã§ããã</> <img image="Main/textures/codex/codex_components.png" width="540" height="360"/> ã³ã³ããŒãã³ãã®ãµã€ãºã«ã¯ã<hl>å°</>ã<hl>äž</>ã<hl>倧</>ã<hl>å éš</>ã®4çš®é¡ããããåããµã€ãºãŸãã¯ãããã倧ãããµã€ãºã®ãœã±ããã«è£ çå¯èœã <img image="Main/textures/codex/ui/sockets.png"/> ã³ã³ããŒãã³ãã¯ãè£ åããããã«åå¥ã«äœãå¿ èŠãããã<hl>ãã©ã¡ãŒã¿</>ãä»ããŠãªã³ã¯ãããããšã§ãããŸããŸãªæ©èœãèªååããããšãã§ããã ãŠãããã¯ã³ã³ããŒãã³ããè£ åãããŸã§æ©èœãå¶éãããããç§»åãŠãããã¯ã¢ã€ãã ãèªç±ã«ååããããããããããã§ããäžæ¹ã建é ç©ã¯ãµããŒãããã³ã³ããŒãã³ãããªããšè¡ããªãã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 1: Radar |ç©æµ 1ïŒã¬ãŒã㌠| |- |<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>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã¬ãŒããŒ</> <hl>æºåž¯åã¬ãŒããŒ</><img width="50" height="50" id="c_portable_radar"/>ã¯ãç©æµãã¯ãããžãŒã§æåã«ã¢ã³ããã¯ãããéèŠãªã³ã³ããŒãã³ãã®1ã€ã <bl>ã¬ãŒããŒã¯ãç¹å®ã®ã¢ã€ãã ããšã³ãã£ãã£ãæ¢ãããã«èšå®ã§ããïŒè€æ°ã®ã¢ã€ãã ã«ã¯è€æ°ã®ãã£ã«ã¿ãŒãå¿ èŠïŒã</> ããšãã°ãéå±é±ç³<img width="50" height="50" id="metalore"/>ãæµ<img width="50" height="50" id="v_enemy_faction"/>ããŸã 調æ»ããŠããªãéºè·¡<img width="50" height="50" id="v_unsolved"/>ãªã©ãæ¢ãããã«èšå®ããããšãã§ããã <img image="Main/textures/codex/registers/radar_registers.png" width="450" height="120"/> æåã®3ã€ã®ããã¯ã¹<rl>ïŒ1ïŒ</>ã¯<hl>ãã£ã«ã¿ãŒ</>ã§ãæåŸã®ããã¯ã¹<rl>ïŒ2ïŒ</>ã¯<hl>ã¬ãŒããŒã®çµæ</>ã衚ãã <img image="Main/textures/codex/ui/line_h1.png"/> <hl>è€æ°ã®ãã£ã«ã¿ãŒ</> <bl>è€æ°ã®ãã£ã«ã¿ãŒã䜿ã£ãŠæ€çŽ¢ãçµã蟌ãããšãã§ããã</> ããšãã°ããã®èšå®ã§ã¯<hl>ã±ã€ç </>ãš<hl>ãããããããã¢ã€ãã </>ãæ¢ããå°é¢ã«ãæ£ãã°ã£ãããŸãã¯ãããããããã±ã€ç ãã ããæ¢ããæ¡æå¯èœãªããŒãã¯æ¢ããªãã <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 |ç©æµ 2ïŒã·ã°ãã«ãªãŒã㌠| |- |<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>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã·ã°ãã«ãªãŒããŒ</> <bl></><hl>ã·ã°ãã«ãªãŒããŒ</><img width="50" height="50" id="c_signal_reader"/><bl>ã䜿ããšã1ã€ã®ãšã³ãã£ãã£ãä»ã®ãšã³ãã£ãã£ã®</><hl>ã·ã°ãã«ãã©ã¡ãŒã¿</><img image="Main/textures/codex/icons/register_signal.png" width="50" height="50"/><bl>ãèªã¿åããããã«ãªãã</> äŸïŒã«ãã®ã·ã°ãã«ãã©ã¡ãŒã¿ãèªã¿åããã€ã³ããã <img image="Main/textures/codex/logistics/signal_reader_1.png" width="800" height="320"/> <rl>(1)</> äžã®äŸã§ã¯ããã€ã³ãããåŽã®<hl>ã·ã°ãã«ãªãŒããŒ</>ãã«ããã¿ãŒã²ããããããã«èšå®ãããŠããã <rl>(2)</> ã«ãã®<hl>ã·ã°ãã«ãã©ã¡ãŒã¿</>ãã<bl>[ éå±é±ç³ ]</><img width="50" height="50" id="metalore"/>ãšããçµæãè¿ãããã <rl>(3)</> 次ã«ããã®çµæãæ¡æã³ã³ããŒãã³ãã«å ¥åããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 3: Transporters |ç©æµ 3ïŒèŒžéæ© | |- |<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>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>èŒžéæ©</> <bl></><hl>æºåž¯åèŒžéæ©</><img width="50" height="50" id="c_portablecrane"/>ïŒç¯å²1ïŒã䜿çšãããšããŠãããã¯ã¢ã€ãã ãã³ã³ããŒãã³ãããã®æšªã«ããå¥ã®ãŠãããã«çŽæ¥ç§»åã§ããã <img image="Main/textures/codex/logistics/transporter_1.png" width="800" height="320"/> äžã®äŸã§ã¯ãäžå€®ã®è£œé æœèšã®å éšã¹ãããã®1ã€ã«ãæºåž¯åèŒžéæ©ããããããã«ããã以äžã®ããšãèµ·ããã <rl>(1)</> å·Šã®<hl>ä¿ç®¡åº«ãããã¯</>ã«ä¿ç®¡ãããŠãã<bl>é屿£</>ãš<bl>éå±ãã¬ãŒã</>ãã<hl>è£œé æœèš</>ã«ç§»åããã <rl>(2)</> <hl>è£œé æœèš</>å ã§è£œé ããã<bl>匷åãã¬ãŒã</>ã¯ãå³ã®<hl>ä¿ç®¡ãããã¯</>ã«ç§»åããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Logistics 4: Drones |ç©æµ 4ïŒãããŒã³ | |- |<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>ã³ã³ããŒãã³ãïŒç©æµ</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãããŒã³ãšãããŒã³ããŒã</> <bl>ãããŒã³ããŒã</><img width="50" height="50" id="c_drone_port"/><bl>ã¯ããããã¯ãŒã¯äžã§ç©æµæ©èœïŒæ³šæã®åŠçïŒãå®è¡ãããããŒã³</><img width="50" height="50" id="f_drone_transfer_a"/><bl>ãå容ããã</> ãããŒã³ããã±ãŒãž<img width="50" height="50" id="drone_transfer_package"/>ã¯ãããŒã³ããŒããšã¯å¥ã«è£œé ããããããŒã³ãããŒãããããã«ããŒãã®ã€ã³ãã³ããªã«ãã©ãã°ïŒããããããå¿ èŠãããã <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 |ã¯ããã« | |- |<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>ã¯ããã«</> <img image="Main/textures/codex/ui/line_h1.png"/> <header>åå¿è ã¬ã€ã</> * ããããã¯æç€ºããããšããããªãã®ã§ãæåã¯ããªãéæãã«èŠãããããããªãã * æ°ãã<hl>ã³ã³ããŒãã³ã</>ãè£ åããããšã§ãããããã¯è€æ°ã®ã¢ã¯ã·ã§ã³ãå®è¡ã§ããããã«ãªãã * <hl>ã³ã³ããŒãã³ã</>ã®ã»ã¯ã·ã§ã³ã§ãç¹å®ã®ãããããã§ããåäœã確èªã§ããã * åãããã«ã¯ã<bl>ã·ã°ãã«ãããžã¥ã¢ã«ãä¿ç®¡ãGoto</>ã®4ã€ã®åºæ¬çãªæ±çšãã©ã¡ãŒã¿ãããããããããã«é¢é£ããè¿œå æ©èœãåãã£ãŠããã * <bl>Gotoãã©ã¡ãŒã¿</>ã¯ãã¯ãŒã«ãå ã®äœããå³ã¯ãªãã¯ããããšã§ãèšå®ããããšãå¯èœã * <bl>ä¿ç®¡ãã©ã¡ãŒã¿</>ãä»ã®ããããã建é ç©ãæããŠããå Žåãã¢ã€ããªã³ã°æã«ããã«æ»ãããã¹ãŠã®ã€ã³ãã³ããªãããã«ç§»åããããŸããctrl + <Key action="ExecuteAction"/>ã§ãèšå®ã§ããã * <bl>ããžã¥ã¢ã«ãã©ã¡ãŒã¿</>ã¯èªç±ã«èšå®ã§ããTABããŒã䜿ã£ãŠãããã¢ãããéãããšãã«è¡šç€ºãããã * <bl>ãã©ã¡ãŒã¿</>å士ããªã³ã¯ãããã³ããŒå ã®ãã©ã¡ãŒã¿ããã³ããŒå ã®ãã©ã¡ãŒã¿ã«å€ãã³ããŒã§ããã1ã€ã®ãã©ã¡ãŒã¿ããå¥ã®ãã©ã¡ãŒã¿ã«ãã©ãã°ããŠãªã³ã¯ãäœæããããªã³ã¯ãåé€ããã«ã¯ãåããªã³ã¯ãåäœæããã * ã²ãŒã ã®ã·ã¹ãã ãã³ã³ããŒãã³ãã®å€ãã¯ãåäœãªã©ã®<bl>ãã©ã¡ãŒã¿</>ãä»ããŠçžäºã«äœçšããããããã¯<hl>ã¬ãžã¹ã¿</>ãšãåŒã°ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ãŽãŒã«</> <bl>ãŽãŒã«ã®ç¢ºèªæ¹æ³ïŒ</>å<hl>ãŽãŒã«</>ãã¯ãªãã¯ãããšãäœããã¹ããã衚瀺ãããã <img image="Main/textures/codex/gettingstarted/tutorial_list.png"/> <desc>éå»ã®ãŽãŒã«ã¯ãã³ãŒããã¯ã¹ãé²è¡ç¶æ³ã¡ãã¥ãŒã§ã確èªå¯èœ</> <hl>ãŽãŒã«</>ããªã¹ãã«è¡šç€ºããããªãå Žåã¯ãé²è¡ç¶æ³ã¡ãã¥ãŒãéãããã²ãŒã ç»é¢ã«è¡šç€ºãã®ãã§ãã¯ããã¯ã¹ãå€ãã <img image="Main/textures/codex/gettingstarted/show_on_screen.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ã²ãŒã ã®åºæ¬æ å ±</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ã«ã¡ã©ã®åã</> <hl>WASD</>ã§ã®ã«ã¡ã©ç§»åã«å ãã<hl>å³ã¯ãªãã¯</>ãšã¹ã¯ãªãŒã³ãã©ãã°ã§ãã«ã¡ã©ãåããããšãã§ããã <img image="Main/textures/codex/gettingstarted/mouse_camera.png"/> <bl>æç€ºã®åºãæ¹</> <hl>å³ã¯ãªãã¯</>ã§ç§»åãåœä»€ã»æç€ºãåºãïŒäŸïŒããŒããå³ã¯ãªãã¯ããŠæ¡æããïŒã <img image="Main/textures/codex/gettingstarted/right_click_move.png"/> <img image="Main/textures/codex/gettingstarted/right_click_mine.png"/> ã³ã³ããŒãã³ããå³ã¯ãªãã¯ãããšã³ã³ããã¹ãã¡ãã¥ãŒã衚瀺ãããã <img image="Main/textures/codex/gettingstarted/set_mining_target.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ã¢ã€ãã ã®ç§»å</> ã¢ã€ãã ã®ç§»åã¯ãèªåïŒã³ãŒããã¯ã¹ã®èªååã®ããŒãžãåç §ïŒãŸãã¯æåã§è¡ãã <hl>æåã«ããã¢ã€ãã ã®ç§»å</> 1ã€ã®ãŠãããããå¥ã®ãŠããããžããŸãã¯ãŠããããšå»ºé ç©ã®éã§ã¢ã€ãã ããã©ãã°ïŒããããããããšãã§ããã <img image="Main/textures/codex/gettingstarted/drag_and_drop.png"/> <desc>ãããããã建é ç©ã«çŽæ¥æ°Žæ¶ããããããã</> ã¢ã€ãã ãå°é¢ã«ãã©ãã°ïŒããããããããšãã§ããã <img image="Main/textures/codex/gettingstarted/drop_on_ground.png"/> <desc>å°é¢ã«ããã¢ã€ãã ã¯ç©æµãããã¯ãŒã¯ã«èªèãããªã</> <hl>泚æïŒ</>å°é¢ã«ãããããããã¢ã€ãã ã¯ç©æµãããã¯ãŒã¯ã«èªèãããªããããæåã§ååããããã¬ãŒããŒã§æ€ç¥ããŠååããå¿ èŠãããã <img image="Main/textures/codex/ui/line_h1.png"/> <bl>ããžã¥ã¢ã«ãã£ã¹ãã¬ã€</> ãããã¯ãŒã¯ã®çè§£ã«åœ¹ç«ã€äž»ãªãã£ã¹ãã¬ã€ïŒ 1) <hl>ã°ãªãã</> - <hl>P</> ã㌠2) <bl>ããžã¥ã¢ã«ã¢ãŒã (3)</> - <hl>TAB</> ïŒ3ã€ã®ã¢ãŒããé çªã«åãæ¿ããïŒ 1) <hl>ã°ãªãã</>ã¯ã<bl>é»åã°ãªãã</>ãš<bl>ç©æµãããã¯ãŒã¯</>ã®äž¡æ¹ã衚ããŠããã <img image="Main/textures/codex/gettingstarted/power_network.png"/> <hl>ã°ãªãã</>ã®ãããã㯠1) <bl>ã°ãªãã</>ããé»åãåãã 2) <bl>ç©æµãããã¯ãŒã¯</>ãã¿ã³ããªã³ã®å Žåããããã¯ãŒã¯ã®ãªãŒããŒã«å¿ãã <desc>ïŒåç §ïŒã³ãŒããã¯ã¹ã®ç©æµãããã¯ãŒã¯ãžã®æ¥ç¶)</> <icon icon="icon_carry" height="50" width="50"/> <img image="Main/textures/codex/gettingstarted/bot_on_network.png"/> 2) <bl>ããžã¥ã¢ã«ã¢ãŒã (3)</> <hl>TAB</> ïŒ3ã€ã®ã¢ãŒããé çªã«åãæ¿ããïŒ <hl>ã¢ãŒã1ïŒ</> ããžã¥ã¢ã«ãã©ã¡ãŒã¿ãŒã®ã¿è¡šç€ºïŒããã©ã«ãïŒ <img image="Main/textures/codex/gettingstarted/visual_only.png"/> <desc>ããããã®ããžã¥ã¢ã«ãªãŒããŒã¬ã€ã§æ¡æå¯Ÿè±¡ã衚瀺</> <hl>ã¢ãŒã2ïŒ</> ããžã¥ã¢ã«ãã©ã¡ãŒã¿ãã¹ããŒã¿ã¹ã¢ã€ã³ã³ãç¯å²ã衚瀺 <img image="Main/textures/codex/gettingstarted/displaying_all.png"/> <desc>ä¿ç®¡ãŠãããã«æ ŒçŽãããããã</> <img image="Main/textures/codex/gettingstarted/status_blocked.png"/> <desc>ãããããããããã¯ããããŠããããšã瀺ãã¹ããŒã¿ã¹ã¢ã€ã³ã³</> <img image="Main/textures/codex/gettingstarted/visual_ranges.png"/> <desc>ãããããå®è¡äžã®ãªãŒããŒ</> <hl>ã¢ãŒã3ïŒ</> ãã¹ãŠã®ããžã¥ã¢ã«ããªãã«ããïŒãã¬ãŒã ãé»åäžè¶³ã®å Žåãé»åãªãã¹ããŒã¿ã¹ã¢ã€ã³ã³ãé€ãïŒ <img image="Main/textures/codex/gettingstarted/no_power_status.png"/> <desc>ãé»åãªããã¹ããŒã¿ã¹ã¢ã€ã³ã³ã¯ããã¹ãŠã®ã¢ãŒãã§è¡šç€ºãããŸã</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Hotkeys |ãããã㌠| |- |<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>ãããããŒ</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ã²ãŒã </> ã²ãŒã å ã¡ãã¥ãŒïŒ<Key action="InGameMenu" style="bl"/> äžæåæ¢ïŒ<Key action="PauseGame" style="bl"/> ããããªãŒããŒã¬ã€ïŒ<Key action="MapOverlay" style="bl"/> ãã£ããïŒ<Key action="Chat" style="bl"/> <hl>ã«ã¡ã©</> ã«ã¡ã©ã®ç§»åïŒ<Key action="MouseCameraRotateToggle" style="bl"/> ãºãŒã ïŒ<Key axis="CameraZoom" style="bl"/> ããŒã ïŒ<Key action="CameraHome" style="bl"/> ãŒãèšå®ïŒ<Key action="CameraZero" style="bl"/> ã¿ãŒã²ããïŒ<Key action="Camera_FollowTarget" style="bl"/> <hl>ãŠããã</> ãŠãããã®éžæïŒ<Key action="SelectAction" style="bl"/> ãŠãããã®ç§»åïŒ<Key action="ExecuteAction" style="bl"/> <hl>ã¡ãã¥ãŒ</> æè¡ããªãŒïŒ<Key action="Tech" style="bl"/> 建èšã¡ãã¥ãŒïŒ<Key action="Build" style="bl"/> é²æç¶æ³ïŒ<Key action="Progress" style="bl"/> ã³ãŒããã¯ã¹ïŒ<Key action="Codex" style="bl"/> ã©ã€ãã©ãªïŒ<Key action="Library" style="bl"/> åžä»€éšïŒ<Key action="FactionView" style="bl"/> <hl>æ å ±</> 詳现æ å ±ã®ON/OFFïŒ<Key action="ToggleAdvanced" style="bl"/> é»åã°ãªããïŒ<Key action="PowerInfo_Toggle" style="bl"/> é²è·¯ã®ON/OFFïŒ<Key action="ShowPath" style="bl"/> èŠèŠåïŒ<Key action="MapOverlay" style="bl"/> <hl>ã³ããŒ</> èšå®ã®ã³ããŒïŒ<Key action="UnitCopy" style="bl"/> èšå®ã®è²Œãä»ã<Key action="UnitPaste" style="bl"/> <hl>建èš</> 建èšã¡ãã¥ãŒïŒ<Key action="Build" style="bl"/> ã«ãŒãœã«ïŒ<Key action="CursorGrid_Toggle" style="bl"/> ã³ã³ããŒãã³ãã®å転ïŒ<Key action="RotateConstructionSite" style="bl"/> <gray>ïŒããŠã¹ãã³ã³ããŒãã³ãã®ã¢ã€ã³ã³ã«åãããïŒ</> 建é ç©ã»æ·å°ã®å転ïŒ<Key action="RotateConstructionSite" style="bl"/> <gray>ïŒããŠã¹ã建ç©ã»æ·å°ã«åãããïŒ</> <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Inventory Management |ã€ã³ãã³ããªç®¡ç | |- |<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>ã€ã³ãã³ããªãšä¿ç®¡åº«</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/codex_storage.png" width="500" height="200"/> <hl>ã€ã³ãã³ããª</><bl>ãšã¯ããããã建é ç©ããœã±ããã«è£ çãããŠããªãã¢ã€ãã ãã³ã³ããŒãã³ããä¿ç®¡ããããã®ã¹ããŒã¹ã§ããã</> <hl>ä¿ç®¡åº«</><bl>ã¯ããããå¿ èŠãªæã«ã¢ã€ãã ãä¿ç®¡ããå ŽæãæäŸããã</> ã³ã³ããŒãã³ãã眮ãããŠãã建é ç©ãæºæ¯ã§ã¢ã€ãã ïŒæ¡ææ©ãå å·¥æ©ãªã©ïŒãåºåã§ããªãå Žåãã¹ããŒã¹ã空ããŸã§è£œé ã忢ããã ãã ããä¿ç®¡çšã®å»ºé ç©ã«<hl>å ±æä¿ç®¡åº«</><img width="50" height="50" id="c_shared_storage"/>ã³ã³ããŒãã³ããããå Žåã建é ç©ããŠããããæºæ¯ã«ãªã£ããšãã«ãäœåãªã¢ã€ãã ãä¿ç®¡ã§ããä¿ç®¡å ŽæãšããŠæ©èœããã äžéšã®ä¿ç®¡åº«<bl>ã³ã³ããŒãã³ã</>ã¯ã¹ããããèšããŠäœåãªä¿ç®¡ã¹ããããæäŸã§ãããããã®å ŽåããŠãããã®ãã¹ãŠã®ã¹ãããã䜿çšå¯èœãªä¿ç®¡åº«ãšãªãã <img image="Main/textures/codex/ui/line_h1.png"/> <header>ã€ã³ãã³ããªç®¡ç</> <img image="Main/textures/codex/ui/line_h1.png"/> <hl>ç¹å®é</> 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) ã€ã³ãã³ããªã¹ã¿ãã¯ãå³ã¯ãªãã¯ãã[ç¹å®ã®é]ãéžæãã 2) ã¹ã¿ãã¯ããåãããéãå ¥åãã 3) ã¢ã€ã³ã³ãå·Šã¯ãªãã¯ããŠãã©ãã°ãã <img image="Main/textures/codex/ui/line_h1.png"/> <hl>åºå®ã¹ããã</> 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) ã€ã³ãã³ããªã¹ã¿ãã¯ãå³ã¯ãªãã¯ãã[ãã®ã¢ã€ãã ã«ã¹ããããåºå®ãã]ãéžæãã 2) ããã¯ã®ã¢ã€ã³ã³ã«ã¹ããããåºå®ãããããšã衚瀺ããã 3) 空ãã¹ããããå³ã¯ãªãã¯ãã[空ãã¹ããããåºå®ãã]ãéžæãããšã空ãã¹ããããåºå®ã§ãã 4) ã€ã³ãã³ããªã®å·Šé ã®ã¢ã€ã³ã³ãå³ã¯ãªãã¯ãããšã[ãã¹ãŠã®ã¹ããããåºå®ãã]ã®ãªãã·ã§ã³ã衚瀺ããã 5) ã¹ãããã®åºå®ãè§£é€ããã«ã¯ãå³ã¯ãªãã¯ããŠåºå®è§£é€ãªãã·ã§ã³ãéžæããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Power |é»å | |- |<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>é»å</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/registers/power.png" width="200" height="120"/> <bl>ãŠããããæ©èœããã«ã¯</><hl>é»å</><bl>ãå¿ èŠ</> é»åãäœäžãããšãå¹çãæªããªãã補é ãé ããªãããŠããããé»åäžè¶³ã«ãªããšããã®ã³ã³ããŒãã³ãã¯æ©èœããªããªããç§»åé床ãåçã«äœäžããã黿ºãã¿ã³ãŸãã¯<Key action="ToggleAdvanced" style="hl"/>ãæŒãããšã§ããã€ã§ããŠãããã®é»æºãåãããšãã§ããã <img image="Main/textures/codex/ui/line_h1.png"/> <header>é»åã°ãªãã</> <hl>é»åã°ãªãã</><bl>ã¯ãã°ãªããããé»åãäŸçµŠãããããããèªç±ã«ç§»åã§ãããšãªã¢ãæå®ããã</> ã°ãªããå ã®çºé»æ©ã¯ã°ãªããã®ç·é»åã«è¿œå ãããã¢ã¯ãã£ããªã³ã³ããŒãã³ãã¯ãã®é»åã®éãŸãããé»åãåŒãåºããé»åã°ãªããã®è¡šç€ºã¯ããããããã®äžã«ãããã¿ã³ã䜿ããã<Key action="PowerInfo_Toggle" style="hl"/>ãæŒãããšã§åãæ¿ããããšãã§ããã <img image="Main/textures/codex/botshots/codex_power_grid_narrow.png"/> <img image="Main/textures/codex/ui/line_h1.png"/> <header>çºé»æ¹æ³ã®çš®é¡</> <hl>[çºé»æ©]</> <bl>çºé»æ©</>ã¯<hl>é»åã°ãªãã</>ã«é»åãäŸçµŠãããé»åã¯åžžã«*äŸçµŠãããéèŠã«å¿ããŠå€åããããšã¯ãªããäœã£ãé»åã¯èããããšãã§ãã<gray>(äžèšã®ããããªãŒãåç §ïŒ</>ã <gray>泚ïŒçºé»æ©ã¯ãå¿ ãèªãã®é»åã°ãªããã補é ããããã§ã¯ãªãã</> <img width="50" height="50" id="c_solar_cell"/><bl>倪éœé»æ± </>ã¯ãæ¥äžã«äžå®ã®é»åãã°ãªããã«äŸçµŠããã <img width="50" height="50" id="c_wind_turbine"/><bl>颚åã¿ãŒãã³</>ã¯ã°ãªããã«äžå®ã®é»åãäŸçµŠããã 颚åã¿ãŒãã³ã¯é«åã®2åã®é»åã補é ããã * ãã®é»åæ¡ä»¶ãé©çšãããéãïŒå€ªéœé»æ± ã®å Žåãæ¥ç §ãããéããªã©ïŒåžžã«äŸçµŠãããã <hl>[ããããªãŒïŒœ</> <bl>ããããªãŒ</>ã¯éèŠã«å¿ããŠ<hl>é»åã°ãªãã</>ã«é»åãäŸçµŠãããé»åã°ãªããã®é»åãäžè¶³ãããšãããããªãŒããé»åãåŒãåºãããããããªãŒã®é»åãæ¶è²»ããããããããªãŒã®å 黿¹æ³ã¯ããããªãŒã®çš®é¡ã«ãã£ãŠç°ãªãã <img width="50" height="50" id="c_small_battery"/>ã°ãªããå ã®<bl>ããããªãŒ</>ã¯ã<hl>æ¶è²»é</>ã<hl>çºé»é</>ãäžåã£ãå Žåã«é»åãäŸçµŠãããããããªãŒã®å é»ã»æŸé»é床ã¯ãµã€ãºã«ãã£ãŠå¶éãããŠãããããããªãŒã¯ã°ãªããå ã®äœå°é»åãåå é»ã«å©çšãããããå€éã®é»åæå€±ãè£ãããã«å€ªéœé»æ± ãšçµã¿åãããŠäœ¿çšããå Žåãªã©ã«éåžžã«å¹æçã§ããã <img width="50" height="50" id="c_crystal_power"/><bl>æ°Žæ¶çºé»</>ã¯ãéåžžã®ããããªãŒãšåãããã«é»åã°ãªããã«é»åãäŸçµŠããããã ããäœã£ãé»åã§å é»ããã®ã§ã¯ãªããæ°Žæ¶ã®å¡ãæ¶è²»ããŠé»åã«å€æããããšã§å é»ããã <hl>[é»åãã£ãŒã«ã</> <img width="50" height="50" id="c_small_relay"/><bl>é»åãã£ãŒã«ã</>ã¯ãæèŒããããŠãããã®åšå²ã«é»åã°ãªãããçæãããæ¢åã®é»åã°ãªããã«éããããšã§ãæ¢åã®é»åã°ãªããã®ç¯å²ãæ¡å€§ããããšãã§ãããããããé»åãã£ãŒã«ãèªäœã¯é»åãäŸçµŠã§ããªããã°ãªããå ã«ããçºé»æ©ãããããªãŒããã®ã°ãªããã«é»åãäŸçµŠãããå®å šã«ç¬ç«ããã°ãªãããäœãå Žåã¯ãç¬èªã®çºé»æãå¿ èŠãšãªãã <hl>[éé»è£ 眮</> <img width="50" height="50" id="c_power_transmitter"/><bl>éé»è£ 眮</>ã¯éãããéã®ãšãã«ã®ãŒã1ã€ã®ãŠãããã«è»¢éããããšãã§ãããã®ãŠãããã¯é»åã°ãªããã®å€ãèªç±ã«ç§»åããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/></nowiki> | |- |Production |補é | |- |<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>補é </> <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"/> <hl>å å·¥æ©</><bl>ã</><bl></><hl>çµç«æ©</><bl>ã®ãããªè£œé ã³ã³ããŒãã³ãã¯ãæ°ããã¢ã€ãã ã®è£œé ãå¯èœã«ããã</> <header>補é ã³ã³ããŒãã³ãïŒ</> <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>å å·¥æ©</> åæã®è£œé ã³ã³ããŒãã³ããšã·ã³ãã«ãªçŽ æ <hl>çµç«æ©</> äžæ¬¡è£œé ãšé«åºŠãªçŽ æ <hl>ããããçµç«æ©</> äžæ¬¡ãããã補é ã³ã³ããŒãã³ãããã€ãã¯çŽ æãããã±ãŒãžãŠããã <hl>粟補æ©</> ç¹æ®çŽ æè£œé <img image="Main/textures/codex/ui/line_h1.png"/> <header>補é ã®èšå®ïŒ</> ãã©ã¡ãŒã¿ã補é ã¢ã€ãã ã«èšå®ãããšã補é ãããæ°ã«åºã¥ããŠå¿ èŠãªçŽ æã確ä¿ãããã補é éãç¡é倧ã«èšå®ãããŠããå Žåãååã®çŽ æã®ã¹ã¿ãã¯ã確ä¿ãããã ãŠãããã«å¿ èŠãªçŽ æããªãå Žåãç©æµãããã¯ãŒã¯ã«æ¥ç¶ãããŠãããŠããããå¿ èŠãªçŽ æãå ¥æãããšãã«äŸçµŠã§ããããã«æ³šæãè¡ããããæ¬¡ã«å¿ èŠãªææã¯2çªç®ã®ãã©ã¡ãŒã¿ã«è¡šç€ºãããã 補é ãããã¢ã€ãã ãåºåãã空ãã¹ãããããªãå Žåã空ãã¹ããããã§ãããŸã§è£œé ã¯åæ¢ãããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Research |ç ç©¶ | |- |<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>ç ç©¶</> <img image="Main/textures/codex/ui/line_h1.png"/> æ°ãããã¬ãŒã ãã³ã³ããŒãã³ããéçºããã«ã¯ãæ å ±ãè³æºãéããŠæ°ããæè¡ãç ç©¶ããªããã°ãªããªãã <img image="Main/textures/codex/icons/techtree_icon.png" width="60" height="60"/> å³åŽã®ã¡ãã¥ãŒã«ãããã¿ã³ã䜿ããã<Key action="Tech" style="hl"/>ãæŒããŠæè¡ããªãŒãéãã <img image="Main/textures/codex/techtree/technology_full_tree.png" width="500" height="400"/> ç ç©¶å¯èœãªæè¡ãéžæãããšãç¿åŸæžã¿ã®æè¡ãšãããã¢ã³ããã¯ããããã®æ¡ä»¶ã衚瀺ãããã <hl>ç ç©¶ãèšå®</>ãã¿ã³ãæŒããšãéžæããç ç©¶é ç®ãèšå®ã§ããã <img image="Main/textures/codex/ui/line_h1.png"/><hl>鲿ããŒ</> <bl>é²æç¶æ³</> <img image="Main/textures/codex/codex_tech_progress_bar.png"/> 2/5 鲿ããŒã¯ãã¢ãããªã³ã¯ïŒè€æ°ã®ã¢ãããªã³ã¯ãããå Žåã¯è€æ°ã®ã¢ãããªã³ã¯ïŒã®é²æã瀺ãè²ã®æ¿ãããŒã§æåã«æºããããã ã¹ããããå®äºãããšãããŒã®è²ãæãããªããå®äºããã¹ãããã®æ°ãå¢ããã * è€æ°ã®ã¢ãããªã³ã¯ã§1ã€ã®ã¹ããããåæã«ç ç©¶ããããšãã§ããç ç©¶æéãå€§å¹ ã«ççž®ã§ããããããã«ã¯é«ãé»åã³ã¹ãããããã</nowiki> | |- |E.L.A.I.N |E.L.A.I.N | |- |Datacubes |ããŒã¿ãã¥ãŒã | |- |<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>ããŒã¿ãã¥ãŒã</> <header>ããŒã¿ãã¥ãŒã</> <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</>. |<hl>ããŒã¿ãã¥ãŒã</><img id="robot_datacube" width="25" height="25"/>ã«ã¯ã極ããŠé«å¯åºŠã®ããŒã¿ã»ã¯ã©ã¹ã¿ãŒããããä»ã¯ãŸã ã衚é¢ã¬ãã«ã®ããŒã¿ã«ããã¢ã¯ã»ã¹ã§ããªãããã ã ãã®ãã¥ãŒãããã£ãšååã§ããã°ããã®ã¯ãŒã«ãã«ã€ããŠããã«è©³ããç¥èãåŸãããšãã§ããã ååãªéã確ä¿ã§ããã°ã<bl>ã²ãŒããŠã§ã€æè¡</>ã®ã¢ã³ããã¯ã«åœ¹ç«ã€ã | |- |Resources |è³æº | |- |<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>è³æº</> <img image="Main/textures/codex/ui/line_h1.png"/> <img image="Main/textures/codex/resources/three_resources.png" width="350" height="110"/> <hl>åºæ¬è³æº</> éå±é±ç³ãæ°Žæ¶ãã±ã€ç <img image="Main/textures/codex/ui/line_h1.png"/> <hl>åºæ¬è³æº</>ã¯ã¯ãŒã«ãäžã«ãããæ¡ææ©ã§åç©«ããããšãã§ãããä»ã®çš®é¡ã®è³æºã¯ãé«åºŠãªæ¡æã³ã³ããŒãã³ããå¿ èŠãšããå Žåããããå¥ã®è£œé æœèšã§åŠçãããã æ¡æã³ã³ããŒãã³ããè£ åãããŠããããéžæããè³æºã«è§Šãããšãå¯èœã§ããã°è³æºã®åç©«ãå§ãããããã«ããè³æºããŒãã¯ã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã«å ¥ãããã®ããŒãããªããªããšãåããããªè³æºã¿ã€ãã®ããŒããæ¢ããæ¡æãç¶ããã <hl>ãã©ã¡ãŒã¿ã®èšå®</> ãŸããã³ã³ããŒãã³ãã®ãã©ã¡ãŒã¿ã«è³æºã¢ã€ãã ãèšå®ãããšããŠãããã¯èªåçã«å¯èŠååŸå ã®è³æºããŒããæ¢ãããã«ãªãããã©ã¡ãŒã¿ã«æ°å€ãèšå®ãããŠããå Žåãæ¡ææ©ã¯ã€ã³ãã³ããªã«ããè³æºããã®æ°ããå°ãªãéã ãæ¡æãè¡ãã ã¬ãŒããŒã³ã³ããŒãã³ããæ¡ææ©ã®ã³ã³ããŒãã³ããã©ã¡ãŒã¿ã«ãªã³ã¯ããããšã§ãæ¡æè£ çœ®ã®ç¯å²ãæ¡åŒµããããšãã§ããã <img image="Main/textures/codex/ui/line_h2.png"/> | |- |Unlocked Items |ã¢ã³ããã¯ãããã¢ã€ãã | |- |Rotation |å転 | |- |<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>å転ïŒ</> <img image="Main/textures/codex/ui/line_h1.png"/> <bl>建é ç©ãšã³ã³ããŒãã³ãã¯å転ãããããšãã§ããã</> 建é ç©ã建ãŠããšãã«<Key action="RotateConstructionSite" style="bl"/>ãæŒããšããã®åããèšå®ãããã <img image="Main/textures/codex/buildingshots/construction_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> 建èšåŸã«å»ºç©ãå転ããããšãå¯èœã建é ç©ã®äžã«ããŠã¹ã眮ãã<Key action="RotateConstructionSite" style="bl"/>ããŒãæŒãã <img image="Main/textures/codex/buildingshots/building_rotate.png" width="500" height="180"/> <img image="Main/textures/codex/ui/line_h1.png"/> ã³ã³ããŒãã³ããå転ãããã«ã¯ããœã±ããä»ãã³ã³ããŒãã³ãã®ã¢ã€ã³ã³ã®äžã«ããŠã¹ã眮ãã<Key action="RotateConstructionSite" style="bl"/>ããŒãæŒãã <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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