
本篇专栏为游戏:《潜渊症》的公开测试版本(unstable)的更新日志中英翻译,英文文本来自游戏根目录下文件“changelog.txt”,中文来自个人翻译。受限于游戏理解和英文水平有限,可能会有错误翻译或者错字,如有错误欢迎指出。
在游戏正式版推出后的博客中,就有指出今年的更新计划,第一季度推出正式版,第二季度发布修复补丁,第三季度和第四季度再进行内容更新。而下一次更新将主要聚焦于叛徒模式的大改。其次在存储方面也做了修改,比如说可能不再会看到工具箱杂乱地铺在里柜子的场景了233。目前为止测试版的更新日志有3个版本号(最近一次在7.4日更新的),按以往经验,也将是主要更新内容所在的版本。
下面将按v1.1.0.0开始对更新日志条目进行翻译。
Changes to stack sizes and containers:
针对容器和堆叠上限的改动
- Increased the stack sizes of materials and medical items to 32, to make storing large amounts of resources in cabinets more viable without having to resort to filling up cabinets with storage containers.
#增加了材料和医药物品的上限到32,来使得他们在不需要在各种塞满柜子的工具箱中到处找便能容易存储于容器中。
- Removed storage containers. They were essentially a remnant of the old toolboxes, and had no other clear purpose than the "hack" of using them to expand cabinet capacity (at the cost of making managing items in those cabinets much more clunky). Hopefully, with the larger stack sizes, the storage containers won't be needed or missed anymore. The item is still kept in the game files for backwards compatibility, but isn't possible to obtain through normal gameplay.
#移除了工具箱(译者注:在v1.1.3.0又加回来了),他们本质上时老的工具箱的残余部分,并且也没有其他清晰的用途除了那种扩展容器容量的“邪道”用法(以整理容器中的物品非常麻烦为代价)。所幸,通过扩大堆叠上限,也就不再需要与怀念他了。这个物品为了兼容性仍然会在游戏文件中,但不在能通过原版游戏获得。
- Restricted the maximum stack sizes of character inventories and holdable/wearable containers to 8. Meaning you can carry 8 items per slot, but cabinets and crates can fit the "full" x32 stacks.
#玩家的携带堆叠上限仍然为8,也就是说你身上还是一格8个,但容器和箱子中能堆叠32个。
- Added an option to bypass character inventories' size restrictions by adding the attribute IgnoreCharacterInventoryMaxStackSize="true" to the stackable item (meaning if you have a mod with items that should have stack sizes bigger than 8 in character inventories, you can use this to enable that).
#增加了绕开角色存储上限限制的方法: 通过给可堆叠物品添加“IgnoreCharacterInventoryMaxStackSize=’true’”属性(也就是说当你mod中的物品在角色身上的堆叠上限要超过8时,你可以启用这个属性。)
- We are aware these will be contentious changes and further adjustments are still required, so we are pushing these to unstable well in advance before the actual update so we have time to react to your feedback and do any necessary adjustments. So if you have any thoughts/criticism about the changes, please let us know!
#我们清楚这将是一格有争议的改动,同时也需要更多的后续调整。因而我们将其在正式更新前放入了测试版中来让我们有时间来对你们的反馈做出反应与其他必要调整。所以,如果你有任何关于这项改动的想法和建议,还请告诉我们!
- Fixes "packet size exceeded" errors when there's a very large number of items in an inventory (previously only possible in mods, but with the larger stack sizes, also affected the vanilla game).
#修复了在库存中有大量物品会导致“packet size exceeded”的报错(这之前只会存在于打了mod的情况,但上调了堆叠上限之后,这个问题也会在原版出现了)
Ruin/artifact changes:
遗迹/遗物 改动:
- Artifact transport cases require batteries to nullify the effects of the artifacts. The batteries last a little over 8 minutes. Also added some animations and lights to the case when powered.
#造物运输箱现在需要电池来屏蔽遗物的效果,一个电池大概能管8分钟。同时也为其有电的时候加了一点动画和灯光效果。
- Fixed artifacts never spawning as random loot in ruins.
#修复了遗迹中刷不出非任务遗物的问题。(译者注:曾经调侃老版本把遗物捞完的时代或许要过去了233)
Balance:
平衡性:
- Balanced reputation gains from missions: it should now be less easy to maintain a positive reputation with all factions.
#平衡了任务的声望收入:现在想刷四阵营满声望不会那么容易了。
Changes and additions:
改动
- Added a new abandoned outpost mission variant (relating to one of the shadier factions).
#增加了一个新的废弃站点任务变种(会和教派中的一个相关)(译者注:这个shadier fractions我不是很确定是指那种教派还是所有非联盟/官方组织)
- Added "activate_out" output to doors (outputs a signal when someone toggles the door) + an option to make the door NOT open/close when someone tries to toggle it. Can be used to run a signal through some external circuit when someone tries to open a door with integrated buttons.
#为门增加了“activate_out”输出端口(将在某人切换门状态时输出信号)是阻止某人开关门增加了一个手段。也可以用于在某人用按钮开门时激活一些额外电路。
- Loading optimizations (loading screens should now be noticeably quicker)
#优化加载(现在加载页面应该会更肉眼可见的快了).
- Miscellaneous minor optimizations.
#各种小优化
- Allow fabricating flashlights from any light component, not just the "default" horizontal version.
#允许用所有的灯光组件制作手电筒而不是默认的哪一种。
Multiplayer:
多人游戏
- Fixed dropping off ladders when you open your own health interface in (only occurred in multiplayer).
#修复了多人游戏中当你在楼梯上打开健康页面会导致从楼梯上坠落的问题(只在多人发生)
- Fixed changing character appearance triggering the "wait X seconds until you can rename again" warning.
#修复了改变角色外表会触发”请在【x】秒后才能再次修改”警告的问题。
- Fixed replaced shuttles not getting repaired client-side when you purchase the replacement, making it look like you can't repair them (because they're already repaired server-side).
#修复了玩家段替换穿梭艇看上去会失效的问题(因为在服务端已经其实修好了)
- Fixed handheld sonar beacon's textbox becoming empty when you enter something in it in multiplayer.
#修复了多人游戏中手持声呐信标的文字会在你进入某个地方后变为空的问题。
- Fixed "Attempted to create a network event for an item That hasn't been fully initialized yet" console error when spawning a sonar beacon mid-round.
#修复了在巡回中生成声呐信标会导致"Attempted to create a network event for an item That hasn't been fully initialized yet"控制台报错的问题。
- Fixed characters getting removed at the end of the round if they've died and then been revived with the "revive" console command.
#修复了死后被revive控制台指令拉起来的角色会在循回结束时溢出的问题。
Fixes:
修复
- Changed sonar flora sprite depths to prevent them from being obscured by the edge chunk objects.
#调整了声纳干扰植物的图层深度以免被一些边缘地形给挡住了。
- Fixed some headgear (such as separatist captain hats) clipping through PUCS's helmet.
#修复了部分头部装备比如分离主义船长帽子会穿出PUCS的头盔的问题。
- Fixed lights shining through items characters are holding.
#修复了灯光能够透过角色手上拿的物品的问题。
- Fixed ability to clip your turrets through enemy subs' hulls and launch projectiles inside the sub.
#修复了能将己方的炮台插入敌方潜艇船并开火的问题。
- Fixed "heal [H]" hint being visible when focusing on other characters while climbing ladders, and the health interface opening for one frame if you attempt to heal.
#修复了[H]治疗提示当你再爬楼梯时也能在别的角色上出现,并且当你试图治疗只会打开健康页面一帧的问题。
- Fixed inability to damage doors with melee weapons from outside the sub.
#修复了无法在潜艇外用近战武器伤害舱门的问题。
- Fixed riot shield rotating in a really strange way when swimming (in the wrong direction relative to the character's rotation).
#修复了防爆盾牌会在游泳动作中以非常奇怪的方式旋转的问题。(相对角色的旋转方向不同)
- Fixed Electrical Discharge Coil behaving strangely (drawing huge amounts of power, but never discharging) when there's not enough power and power flowback through EDCs.
#修复了当电力不足或电力回流过电磁线圈时电磁线圈会出现异常的行为(消耗大量电力但不放电)
- Fixed orders persisting even if the target no longer exists after a sub switch (e.g. a bot might attempt to operate a turret that doesn't exist, resulting in them doing nothing).
#修复了哪怕因跟换潜艇而目标不再存在后,指令仍然存在的问题。(比如,AI可能会尝试操作一个不存在的炮台,导致他们什么也不做)
- Fixed "follow" order not always persisting between rounds.
#修复了跟随指令在切换巡回后不总是持续的问题。
- Fixed "show hidden afflictions" button not scaling correctly when switching the resolution.
#修复了“展示隐藏痛苦“按钮在切换分辨率后无法正确缩放的问题。
- Fixed having one captain with the "Leading by Example" talent and another with "Family" messing up the afflictions applied by them (one trying to apply "Excellent Morale" and the other trying to remove it).
#修复了一个具有”以身作则“天赋的船长和另外一个拥有”家庭“天赋的船长会混淆他们锁施加的影响(一个会尝试给所有人施加”亢进士气“而另一个会试图移除)
- Fixed "chem withdrawal" and "drunknodebuffs" (variant of drunkenness if you have a talent that nullifies the negative effects) not healing by itself, meaning it was impossible for them to fully heal except by using the medical clinic.
#修复了化学截断和醉酒(无debuff版,比如有无效醉酒效果天赋的时候)不会自己褪去,意味着无法用诊所彻底治愈的问题。
- Fixed the abandoned outpost you rescue Subra from never turning to a normal outpost.
#修复了你营救雅各布的废弃站点永远也无法转变为普通站点的问题。
- Fixed flashlight not being turned off when swapping the item to the belt slot, if there's something else in the slot (like a toolbelt).
#修复了手电筒在切换进腰部格子时如果装备了腰带时不会自己关闭的问题。
- Fixed incorrect draw order of the diving suit's arms (the "shoulder pad" rendered behing the upper arm).
#修复了不正确的潜水服绘制顺序(护肩在前手臂的后部)
- Fixes to transferring items between subs: some items that didn't fit into cabinets weren't put into crates even if they could've been, and some items spawned unnecessary crates because they were configured to spawn in a crate despite being too big to put in one.
#修复了潜艇间的物品转移问题:部分物品之前无法放入容器的哪怕能放进箱子但却没有放进去,一些物品生成了不必要箱子,因为尽管放一个箱子会太大了,但在之前仍然被认为需要生成一个箱子来装。
- Fixed incorrect "low on fuel" warning when switching to a new sub with no fuel, even if you have fuel in your current sub and opted to transfer them to the new one.
#修复了当转移到没有燃料的新潜艇时,哪怕目前有足够的燃料并且选择了转移物品,仍然会有燃料不足的警告。
- Fixes to how medic bots report about targets whose injuries are minor enough to injure.
#修复了AI医生会报告那些受伤轻微的伤员受伤的问题。
- Fixed waypoints outside the submarine not being disabled as obstructed when the connection doesn't overlap a wall.
#修复了潜艇外的路径点间的连接不与墙体重叠便不会作为障碍断开的问题。
- Waypoint fixes to most player subs.
#为大多官船修复了路径点。
Modding:
模组制作
- Hidden files and directories (ones starting with a dot, e.g. source control folders) aren't uploaded when publishing a mod on the Workshop.
#隐藏文件和路径(一些以“.“开头的比如源代码控制文件夹)将不会随mod公布到创意工坊。
- Fixed penetration defined in RangedWeapon not doing anything.
#修复了远程武器中的“penetration“(穿透)定义不起效果的问题。
- Improvements to decorative level object culling. Fixes level objects disappearing from the screen too eagerly when there's lots of objects visible. Rarely occurred in the vanilla game, but was a common problem with mods that significantly increase the amount of level objects.
#改善了关卡装饰物体的筛选,修复了关卡物体会在有太多可视物品时过早消失的问题。这在原版很少发射,但在增加了许多关卡物体的mod情况中常常遇见。
- Motion sensors set to detect monsters ignore creatures in the "human" group (i.e. you can have friendly non-human characters that are technically monsters, but not have them trigger motion sensors set to only detect monsters).
#被设置为检测怪物的位移传感器会忽视“人类”类别的怪物(也就是说你可以有一些友好的非人生物但技术层面上属于怪物,通过这个将不会触发只检测怪物的位移传感器。)
- Fixed bots ignoring ItemContainer's ContainableRestrictions when reloading ammo (e.g. if you'd set only certain types of ammo to be contained in a loader, bots wouldn't care).
#修复AI会装填弹药时无视“ItemContainer's ContainableRestrictions”(物品容器的容纳限制)(比如你设置了装填器的格子只能装特定种类弹药,但对AI无效)的问题。
- Fixed only properties that are editable in the editor getting copied to cloned entities in the sub editor. E.g. if you'd edited something like a door's welding state in an item assembly, copypasting the door would make it unwelded.
#修复了潜艇编辑器只有可以编辑的属性才能被复制的克隆实体中的问题。比如当你编辑一些组合体中的门的焊接状态之后,复制粘贴出来的门将不会是被焊接的状态。
- New actions for scripted events: CheckVisibilityAction, CountTargetsAction, WaitForItemUsedAction, WaitForItemFabricatedAction, OnRoundEndAction, EventLogAction.
#为脚本事件增加新行为:CheckVisibilityAction(检查可视性)、CountTargetsAction,(目标数量检测)、WaitForItemUsedAction(等待物品被使用)、WaitForItemFabricatedAction,(等待物品制造)、OnRoundEndAction(巡回结束检测)EventLogAction(事件逻辑行为)
- Made the tutorial objective list non-tutorial-specific and usable in multiplayer, and renamed TutorialSegmentAction as EventObjectiveAction.
#让教程目标列表不再只限教程,可以在多人游戏中生效,将TutorialSegmentAction改名为EventObjectiveAction.(教程设置行为—>事件对象行为)
WIP version of the traitor overhaul:
#还在开发的叛徒模式大改:
- The overhaul is still very much a work in progress, and any feedback, criticism and suggestions are more than welcome!
#整个大改还有很多工作要做,欢迎任何反馈、批评、与建议!
- Traitors can now be enabled in the campaign mode as well.
#战役中将能够启用叛徒模式。
- The traitor missions (now called "events") have been implemented using the scripted event system. The old system has been deprecated.
#叛徒的任务(现在被称为事件)是通过脚本事件系统实现的,老的那套系统将停用。
- Instead of the yes/no/maybe traitor setting, you can choose the probability of a traitor event per round (e.g. 50% = a traitor event happens on half the rounds on average).
#叛徒并不再只有是、否、也许三个选项,你可以设置每次巡回触发叛徒事件的概率(比如,50%将意味着平均下来半数巡回会有叛徒事件)
- Each event has a "danger level" that describes how destructive/dangerous the event is. You can choose how dangerous events can get chosen in the server lobby, for example if you don't want very destructive traitor objectives in the campaign mode.
#每个事件拥有一个“危险等级“(danger level),用于描述事件的危险程度或者破坏力。你可以在服务器大厅中选择事件危险等级的上限,比如在你不想在战役模式中启用非常具有破坏性的任务的时候。
- If a traitor completes their objective successfully, they may get assigned a more dangerous objective on future rounds (up until the maximum defined danger level is reached).
#如果一个叛徒成功完成了其目标,他们也许会在之后得到更具破坏性的任务(直至达到设置的上限)
- Players who haven't been traitors before/recently have a higher chance of getting selected as traitors.
#如果一个玩家在之前或者最近都没有当过叛徒,那么将有很高的概率被选为叛徒
- In the campaign mode, completing a traitor objective gives the traitors rewards such as getting to "steal" a portion of the mission rewards and experience.
#在战役模式中,完成叛徒目标会给予叛徒一些诸如能偷取部分任务奖励和经验的回报。
- The players can vote which player they suspect as the traitor. At the end of the round, if at least half of the players have voted for the same player, that player will be accused as a traitor. If the accusation is correct, the traitor's objective will fail and they will receive no rewards. If the accusation is incorrect, the crew will receive a penalty of x marks.
#玩家可以投票选出怀疑是叛徒的玩家。在巡回结束后,如果至少有一半玩家都给一个玩家投票,那么这个玩家就会被指控为叛徒,如果指控属实,那么叛徒任务会失败且没有任何奖励。如果指控不符,那么船员将会被罚钱。
Changes to stack sizes and containers:
对堆叠上限和容器的改动
- Increased the capacities of cabinets (one extra row of slots in all of them).
#增加了柜子容器的容量(多了一排格子)
- Made more items stackable to x32: alien blood, components and wires, poisons, ethanol, protein bar, unidentified genetic materials, ammo and explosives, plant products.
#使得更多物品的的堆叠上限到32:异星血浆、各类组件、导线、毒药、医用酒精,蛋白质棒,未鉴定的纪要材料,弹药,爆炸物,和植物产物。
Multiplayer:
多人
- Fixed clients not seeing the votes of anyone who voted before them on the ready check.
#修复了玩家无法在准备就绪投票上看见比他们之前投票的人是否投了票的问题。
Misc changes and additions:
杂项添改:
- Optimized flashlights and other directional lights.
#优化了手电筒和其它有向光源
- Beacon station and cave markers are removed from the sonar once the beacon/cave mission is completed.
#信标站和洞穴的标记将在任务完成后从声呐上移除。
Auto turrets:
自动炮台
- Added a "disable_output" pin to supercapacitors and batteries. Particularly useful for auto-operated turrets, as it can be used to power them down.
#为超级电容和电池增加了”disable_output”(字面意思是“关闭输出“)的输入接线口。对于自动炮台将尤为有用,因为能够通过这个接口给它们断电。
- Fixed auto-operated turrets being able to function without power.
#修复了自动炮台可以无电使用的问题。
- Made auto-operated turrets much better at using pulse lasers, chainguns and other turrets that need to wind up before firing. Previously the AI was too eager to switch between targets, as opposed to waiting for the turret to wind up and actually fire.
#优化了脉冲激光炮、连射炮和其它需要蓄力才能发射的自动炮台。之前其AI太急于切换目标而不是等待蓄力并开火。
Fixes:
- Fixed it being possible for the last location before the end levels to turn into an outpost if you manage to spread habitation all the way there.
#修复当你尝试使地图布满站点时能将最终关前的地点也转化为哨站的问题。
- Fixed bots sometimes just swimming around when they should be able to get back to the sub.
#修复了AI有时在能回潜艇时仍然只是在水中四处游荡的问题。
- Fixed nuclear shells and depth charges fabricated with the "Nuclear Option" talent providing incendium when deconstructed, even though it's not used in the fabrication recipe.
#修复了在有“世界核平”天赋时制作的核弹和深潜炸弹能分解出不在制作配方中的燃素的问题,
Unstable only:
- Fixed some traitor events crashing with an error message about "ScriptedEvent.AddTarget".
#修复了部分叛徒事件会因“ScriptedEvent.AddTarget”导致游戏崩溃的问题。
- Fixes to the round summary (duplicate texts, empty lines, reward distribution not being shown).
#修复了巡回简报中的一些问题(比如重复字段,空行,奖励分布不显示)
- Fixed prisoners being able to get out of the cells by themselves in colonies.
#修复了站点中的狱徒们能自行脱离牢房的问题。
- Fixed containable restrictions being used when they aren't defined, breaking at least the cleanup behavior and certainly affecting all the other contain/decontain behavior.
#修复了没有定义存储限制时限制仍存在,这导致清理动作和取用动作都出了问题。
- Adjustments to stack sizes.
#调整了堆叠上限。
- Increased the capacities of cabinets (one extra row of inventory slots in all of them).
#增加了箱子的容量(全都加了一排格子)
- Various fixes to the new traitor items.
#对叛徒用的新物品进行了一系列修复。
- Changed report button colors so traitors and intruders aren't the same color.
#改变了报告按钮的颜色来使得侵入者和叛徒不用同一颜色。
- Fixed Sootman's ID card not saying Sootman in the "dead or alive" traitor event.
#修复了烟熏人的ID卡并不描述为“烟熏人”在“”死或生”的叛徒事件中
- Fixed tab menu and round summary not replacing variables like "eventtag:victim" in traitor event texts.
#修复了tab列表和巡回简报中没有将叛徒任务中的“eventtag:victim”之类的变量替换的问题。
- Fixed "deep diver ducks" traitor event succeeding as long as there's 7 deep diver ducks in the sub, regardless if they were fabricated during the round or not.
#修复了“深潜鸭子”(译者注:见图)叛徒任务会在船上存在7个时便成功,而不检测是否是本轮制作的。

Deep..dark fantasy(x) 深潜鸭子,超乎你的想象!
- Fixed traitor vote button overlapping with the voice chat indicator.
#修复了投出叛徒按钮覆盖了语音聊天指示
- Made "faulty robes" event a bit easier (only 3 robes = feasible to test them all by yourself).
#让“找出‘长衤包’事件更简单(只有3件长袍,这样就可以自己测完三件了)
(译者注:简而言之是需要你测试衣服是不是有问题的任务)
- Implemented the rest of the "show of strength" traitor event.
#实现了”展示力量“叛徒事件的剩余部分。
Changes:
改动
- Adjusted ammo fabrication recipes to fix lead being too scarce (considering it's needed for almost all ammo types). Now ammunition can be fabricated from different materials, not just lead.
#调整了弹药的知错配方来弥补铅过于稀的问题(因为几乎所有种类的弹药都需要它),限制,弹药可以用不同的材料来制作,不再只能用铅了。
- The sub editor shows a warning if there are no hidden containers (e.g. loose vents or panels) in the sub, which are required for some traitor events to work properly.
#潜艇编辑器将提示潜艇中没有隐藏容器,以便部分叛徒事件能正常运行。
Fixes:
- Fixed trying to return back from a "deadend location" with no outpost sometimes not working.
#修复了尝试从一条没有站点是死路地点返回有时会失效的问题。( ?)
- Fixed fractal guardians damaging themselves with their steam cannons.
#修复了分形守卫者会因为蒸汽炮伤害自己的问题。
- Fixed a rare crash caused by an exception in Explosion.RangedStructureDamage. Happened when structure damage triggered an explosion, and said explosion caused another explosion that caused more structure damage. Could happen e.g. when the shrapnel from a breach kills a terminal cell, which explodes and causes more structure damage.
#修复了一个在“Explosion.RangedStructureDamage”下的实例导致的罕见崩溃:当结构损伤触发的爆炸引发连环爆炸进而导致更多结构损伤。比如,当榴弹炮从裂口处杀死了一个红细胞后器爆炸引发了更多的结构伤害。
AI fixes:
- Fixed bots accepting orders but not doing anything while handcuffed. The bots will now refuse to do things that they need hands when they are handcuffed.
#修复了AI在被铐住时会接收指令但不做任何行动的问题。现在AI会在被铐住时拒绝接受需要用手的命令了。
- Fixed bots still sometimes getting stuck on corners around staircases.
#修复了AI有时仍然会卡在楼梯附近的角落上的问题。
- Bots don't attempt to repair or fix leaks in non-friendly subs (e.g. wrecks or ruins).
#AI不会去尝试修复非友方潜艇的漏洞了(比如沉船、遗迹)
- Bots don't attempt to clean items in the main sub in outpost levels.
#AI不会去尝试在站点中清理主潜艇的物品了。
Modding:
- Fixed bots detaching repairable items from walls when they're trying to repair. Doesn't affect any vanilla content because there's no detachable repairable items.
#修复了AI会在修复墙体上可以修复的物品同时拆除他们的问题。这不会影响原版内容,因为原版没有可以拆除的可修复物品。
- Fixed projectiles not sticking to level walls in multiplayer. Does not affect any vanilla content, because there are no projectiles that stick to level walls.
#修复了多人游戏中单体不吸附于水平墙体的问题。同样不影响原版,因为原版没有弹体会吸附于水平墙体。
- Fixed ParticleEmitter's DrawOnTop attribute being ignored, causing the DrawOnTop attribute of the particle prefab to always take priority.
#修复了粒子发射的置顶属性被忽视的问题,导致粒子预设属性优先的问题。
- Fixed items deactivating themselves if they have OnContained/OnNotContained effects but nothing else that needs to update (i.e. OnContained/OnNotContained effects not working on items that don't do anything except executing those effects).
#修复了物品会在拥有“OnContained/OnNotContained”属性但不需要更新其他内容时停用自身的问题(也就是说,“OnContained/OnNotContained“属性没有在那些除了执行本效果之外没有其他任务的物品上生效)。
Unstable only:
仅测试版:
- Various changes to stack sizes.
#调整的多个堆叠上限
- Experimental: re-enabled storage containers, added extra slots specifically for storage containers to cabinets. Attempt at finding a middleground where storage containers can't be used to extend cabinet capacity as far as 2910 items, but a handful of them can still be stored in cabinets for the more niche uses they might have.
#测试性改动:重新启用工具箱,存储容器中添加的只能放工具箱之类的中型容器的格子(其他格子无法放工具箱这些)。尝试寻找一个让存储容器中的物品容量控制在2910以下的平衡点,但仍然能让在部分地方可以用。
- Fixed items inside another item (e.g. tank in a welding tool) glowing.
#修复了在其他物品中的物品(比如焊接工具中的焊接燃料)发光的问题。
- Fixed arc emitter no longer working due to the fixes to EDC in previous unstable builds.
#修复了电击枪因之前的测试版本中对电磁线圈的修复而失效的问题。
- List suitable ingredients on the fabricator as "item1 or item2", instead of just always separating them with a comma, to make it clearer you don't need all of them
#在加工台中以“物品1或物品2“的方式列出了所有适用的原材料,而不是用逗号隔开以避免被认为是都需要。

以穿甲弹药箱为例。除了铝,前两格都有替代材料
- Don't allow voting for youself as the traitor, spectators aren't allowed to vote.
#不再允许投自己是叛徒,旁观者也不再能投票。
- Fixed traitor vote buttons often requiring 2 clicks to become selected.
#修复了叛徒投票按钮常常要点两下才能选中的问题。
- Fixed fabricator preferring to use materials from left to right, instead of right to left like it used to work.
#现在加工台将倾向于从左向右消耗材料而不是之前的从右向左。
- Don't list hidden items (like thalamus veins) as suitable ingredients for fabrication.
#加工台将不再显示隐藏物品作为适用原料(比如丘脑血管什么的)
- Made the "show of strength" bomb non-fabricable and non-purchaseable + fixed it not having a name.
#“展示力量“叛徒事件的炸弹现在不可以制作也不可以购买,修复了没有物品名的问题。
Changes:
改动
- "Merge" dropped stacks so they behave as one physical object and can be picked up by clicking once.
#将掉落的物品堆叠起来成为一个物理实体,也就是点一次就能全捡起来。

6个左轮子弹可以一起捡起来了(你做得好啊)
- Added buttons for merging stacks and alphabetical sorting to all cabinets.
#在所有容器中增加了同类堆叠和按字母表排序的按钮。(译者注:一键整理他来了)
Multiplayer:
- The skill loss on death can be adjusted in the server settings. Defaults to 50% (previously 75%).
#死亡导致的技能水平损失可以在服务器设置调节了,默认50%(之前是75%).
Fixes:
- Fixed sub editor sometimes deleting previously selected entities when deleting something using the right-click context menu.
#修复了潜艇编辑器中使用右键菜单进行删除时,可能会删除之前选中的实体的问题。
- Fixed monsters sometimes spawning inside the sub after you restore a beacon station.
#修复了在你修复信标站后有时候怪物会直接生成在舱内的问题。
日志很长,翻译的也不太好(图也不多...),感谢看到这里!