42.4.0&42.4.1

《僵尸毁灭工程》42.4.0 &42.4.1更新内容解读

 温馨提示:为了获取更好的游戏体验,每一次更新都建议开一个新档

关于饮水问题可以关闭常识mod或开新档解决

关于食槽问题可以参考以下方式





关于爬逃脱绳问题可以关闭梯-子mod或开新档解决

 原文:

42.4.0 UNSTABLE Released

How do I subscribe to the Unstable beta branch?



NEW



- Added an Extended Placement UI.为布局系统添加了扩展位置选择界面



- RMC on a 3D item on the ground to move it precisely.通过右键点击(RMC)地面上的3D物体触发精准移动控制



- Added raccoons, though currently there are issues with their fence-climbing.添加浣熊(raccoons)作为可互动生物,浣熊的围栏攀爬行为(fence-climbing)仍存在路径判定或动画异常

- Added 5 new flyers添加5个新的传单



- Build Window and HandCraft Window are now usable with a controller. To navigate between the different panes in these windows, press and hold the right shoulder button and use the D-pad.支持控制器操作,长按手柄右肩键(right shoulder button) + 方向键(D-pad) 切换窗口面板

- Added controller support to crafting stations that use ISCraftBenchPanel.为基于 ISCraftBenchPanel 的合成工作台添加手柄控制器支持

- Added controller support to ISFluidInfoUI.lua and ISFluidTransferUI.lua.为流体信息界面(ISFluidInfoUI.lua)与流体传输界面(ISFluidTransferUI.lua)添加手柄控制器支持,通过手柄按钮映射替代原有键鼠独占的流体数据查看与转移操作逻辑

- Added using the right joystick to quickly change the value of ISSliderPanel.为滑动条面板(ISSliderPanel)添加手柄右摇杆操控支持

- Chicken coop. This is now a tabbed window separating the egg-laying nests from the roosts.鸡舍(Chicken coop)管理界面升级为标签页窗口(tabbed window),分离产蛋巢(egg-laying nests)与栖息处(roosts)功能模块至独立标签页

- D-pad up radial menu displays the animal radial menu (with pet, pick up etc).动物交互径向菜单(animal radial menu)新增手柄方向键唤出逻辑,按手柄方向上键(D-pad up)直接触发径向菜单,包含抚摸(pet)、拾取(pick up)等高频动物交互选项 - D-pad right radial menu displays the "Designated Zones" option.方向键右键(D-pad right)绑定区域管理径向菜单(radial menu) - Animal designated zones can be created by selecting start and end squares with the D-pad.动物活动区域划定系统(Animal designated zones)支持手柄方向键框选

 - Animal-info windows allowing renaming etc.动物信息窗口(Animal-info windows)新增重命名(renaming)等编辑功能

 - Butcher hook ui.屠宰钩交互界面(Butcher hook UI)实现可视化屠宰流程管理

 - Livestock trailer ui.牲畜运输车管理界面(Livestock trailer UI)实现拖车容量与生物状态可视化监控 - Added controller support to the Flyer/Newspaper windows.为传单/报纸界面(Flyer/Newspaper windows)添加手柄控制器支持

The X button toggles the text view.X键切换文本视图(text view)显示模式

The Y button reveals the location on the world map.Y键在世界地图(world map)上高亮标记该传单关联的地理位置



- Don't save and restore inventory-window and loot-window layout when using a controller. 禁用控制器操作时库存窗口(inventory-window)与战利品窗口(loot-window)的布局持久化逻辑(不保存/恢复位置) These are always positioned automatically at the bottom of the screen.控制器模式下窗口强制居底布局(bottom of the screen),避免手柄操作时界面位置偏移导致的交互障碍

 - Fixed inventory-window and loot-window column layout after resizing the screen, when using a controller.解决控制器模式下库存/战利品窗口列布局(column layout)在屏幕分辨率变化时错位/比例失调问题,增加屏幕尺寸变化监-听,强制触发窗口布局重计算(RecalculateLayout)保持列宽自适应比例与底部对齐约束

 - Added research progression for metal armor, both scrap welded and proper blacksmithed.金属盔甲(metal armor)新增双轨研究体系:废料焊接(scrap welded)、正规锻造(proper blacksmithed)

 - The Debug Item List Viewer will now have columns displaying whether items can be: Crafted, Foraged or Found as Loot调试物品列表查看器(Debug Item List Viewer)新增物品来源标识列:可制作(Crafted)、可采集(Foraged)、可搜刮(Found as Loot),物品元数据表新增craftable/forageable/lootable布尔字段,标识物品获取途径



- Added new sounds for resting on chairs, Old Fashioned Generator, Wood Log Gate为以下交互/物体添加新音效:椅子休息动作(resting on chairs)、老式发电机(Old Fashioned Generator)运行声、原木门(Wood Log Gate)开合与环境互动音效



- Added missing recipe Forge Spade Head, this item had no recipe to create it.为锻造铲头(Forge Spade Head)补全合成配方(recipe),解决该物品因无配方导致的无法制作(no recipe to create it)问题



- Added specific sprint to aim anims for weapon types.为不同武器类型(如手枪/步枪/近战)单独配置冲刺转瞄准动画(sprint to aim anims)

- Added and repointed transition anims to use correct anims for sprint stops添加停止冲刺过渡动画(transition anims for sprint stops)资源文件,重定向动画状态机逻辑至正确动画片段(repointed to correct anims),解决冲刺急停时的动作衔接生硬问题



- Added two new biomes depending if close to a lake or river引入两种水体关联生物群落:湖泊近邻生态区(如湿地/芦苇丛)、河流沿岸生态区(如河滩林/冲积平原),基于地图坐标水体邻近性检测(如与湖泊/河流的欧氏距离阈值判定)动态加载对应生态资源



- Added tracking of Carbohydrates, Lipids and Proteins to the Body window, in General Debuggers option.在身体状态窗口(Body window)的通用调试器选项(General Debuggers)中新增三大营养素追踪面板:碳水化合物(Carbohydrates)、脂类(Lipids)、蛋白质(Proteins)



- Added scaleable sidebar icons侧边栏图标(sidebar icons)支持动态缩放(scaleable)



- Added vehicle.sound.alarm script property to allow a different sound for car alarms than the horn. If the alarm sound isn't specified, the horn sound is used, if any.为车辆脚本添加 独立报警音效属性(vehicle.sound.alarm),允许汽车警报器发出不同于喇叭的声音,如果没有设置报警声音,则使用喇叭声音。



- Added new Chickens foley sounds为鸡(Chickens)添加环境互动音效(foley sounds)如啄食、行走、翅膀拍动等,根据鸡的行为状态(如移动/静止)动态播放对应音效资源 - Add FluidContainer meta-entity system, and push fluidContainer components to meta, so rain collectors will be filled with water when player is away.引入流体容器元实体系统(FluidContainer meta-entity system),将流体容器(如雨水收集器)抽象为轻量化元数据实体,当玩家远离时,系统根据降雨强度与时间流逝自动计算并更新雨水收集器的水量(rain collectors filled with water when player is away),当玩家返回后,fluidContainer 组件从元数据反序列化,同步最新水量至实体实例 

Changes to the Lua debugger:



- Added small / medium / large monospaced fonts.新增小/中/大等宽字体(monospaced fonts),采用 Noto Sans Mono 字体

This is the "Noto Sans Mono" font. We use "Noto Sans" for Thai, and "Noto Sans Mono" has the same license (which I included).延续 Noto Sans 字体的泰语(Thai)兼容性,明确声明 Noto Sans Mono 与 Noto Sans 共享相同的 OFL 开源字体许可证(已包含在资源声明中) 

- Added a combobox to the Lua debugger that allows switching between small / medium / large font sizes.Lua调试器界面新增字体大小组合框(combobox),支持小/中/大(small/medium/large)三档字体切换 

- Source-window line numbers are right justified.源代码窗口(Source-window)行号显示调整为右对齐(right justified)

- Source-window background color was changed from white to gray.源代码窗口(Source-window)背景色由白色(#FFFFFF)调整为中性灰(如 #F5F5F5 或 #EAEAEA) 

- AngelCodeFont no longer compresses font textures, this is already the case for most ui textures.AngelCodeFont 字体系统停用纹理压缩(compresses font textures),与多数UI纹理处理逻辑保持一致 

- Added "read" checkmarks to print media (brochures and fliers).在印刷媒体(小册子和传单)上增加“阅读”复选标记。

IsoGameCharacter gained these methods:在 IsoGameCharacter 类中新增三个方法

void addReadPrintMedia(String media_id);通过 media_id 更新玩家阅读状态

boolean isPrintMediaRead(String media_id);验证指定印刷品是否已读

HashSet<String> getReadPrintMedia();返回完整已读记录(用于存档/成就系统)



Animals now recognize rivers:动物和水域交互

- If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI.区域加载时遍历所有地块(tile),如果该区域包含一些水域标签(water_type)(如湖泊、河流等),则会显示在区域UI中

- Animals will try to drink from river they can access before anything else.动物会尝试先从它们能到达的河流中饮水



Changed some behavior to eat grass.调整了部分行为以支持吃草功能

- Animal will now look around him instead of purely under his feet.调整动物AI的观察范围,使其能环顾四周环境,而非仅限于低头查看脚下区域

- made other changes to try and make their behavior more consistent & smart.优化动物AI的逻辑判断与决策机制,使其行为模式更连贯、智能,减少矛盾或随机性,提升整体行为合理性



- Updated a couple of rifle aim anims调整部分步枪瞄准动画的动作细节与流畅度,提升射击时的视觉反馈与操作手感 

- Added "Play Music When Paused" audio option.新增「暂停时播放音乐」音频选项,允许玩家在游戏暂停界面保持背景音乐播放,避免音频中断的割裂感 

BALANCE



- The ShopLooted story will no longer occur in single-room buildings. Some utility buildings used "electronicstore" or similar roomdefs for their single room, which means that police and bandit zombies could spawn inside them as a looted shop story.调整了「商店被劫掠」随机事件的触发条件,禁止在单房间功能性建筑(如使用「electronicstore」等房间定义的设施)内生成该事件,避免因空间限制导致警察/强盗僵尸不合理刷新的逻辑冲突 

- Added missing craftRecipe allowance for making nailed broken planks.补充了「带钉的破损木板」的合成配方,修复了玩家此前无法通过制作系统正常合成该物品的逻辑缺失问题 

- Rebalanced Tableleg weapons.对桌腿类近战武器进行数值平衡调整 

- Chopping Logs and Large Branches into Firewood will produce Splinters; this is so chopping Firewood always produces a tinder item.调整木材加工机制,强制将「原木」和「粗树枝」劈砍成柴火时生成「木刺」类引火物,确保所有木材加工行为均能稳定产出基础引火材料,修复逻辑漏洞并统一资源获取规则

- Nails can be used to research the Forge Heading Tool craftRecipe.将「钉子」纳入「锻铁头部工具」合成配方的研究条件中

- Added the following items: Improvised Screwdriver; Firewood; Firewood Bundle;Firewood with Nails.新增「临时螺丝刀」「柴火」「柴火捆」「带钉柴火」系列基础生存物资

- Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches; Bundle Firewood; Unbundle Firewood; Firewood with Nails can be made using the general nails weapon craftRecipe.新增「临时螺丝刀」制作配方、「原木/粗树枝劈砍为柴火」加工流程、「柴火捆」打包/拆解功能,并复用钉子武器通用配方支持制作「带钉柴火」

- Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches into Firewood you increase the length of time that they can be used as fuel for campfires, etc.调整燃料燃烧机制,使柴火按单位重量计算燃烧时长显著高于普通木质物品,并通过加工原木/粗树枝为柴火的流程,延长其作为篝火等设施的燃料持续时间

- Firewood and Firewood Bundles were added to some loot and story clutter tables.将「柴火」与「柴火捆」加入部分战利品掉落表和场景装饰物生成规则中,使其能通过搜刮或环境叙事物件自然获取 

- Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.新增「木质黏土工具」物品及其雕刻配方,复用已有图标与模型资源,通过代码绑定实现玩家可主动制作该工具 

- Make Jar of Produce can also use Seasoning Salt.扩展了「罐头食品」制作配方的材料兼容性,允许使用「调味盐」作为替代原料 

- Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool and stats were still too close to a standard spade for how easy it can be crafted.削弱了木铲(Wooden Spade)的耐久、效率等属性数值,因其作为简易工具的设计定位,需与标准铲子形成性能梯度,避免因制作成本低廉且强度接近高级工具导致的资源消耗策略失衡 

- Updated Smash Watermelon recipe to use its own timed action, so sound and animation issues can be solved.为「砸西瓜」交互行为独立配置了专属计时动作(Timed Action)逻辑,分离其动画播放与音效触发的时序控制,修复因复用通用动作模板导致的动画错位、音效缺失或交互反馈异常问题 

- Updated recipes that use crucibles so that they need to be empty.调整了涉及坩埚的合成配方逻辑,强制要求坩埚必须处于「空置」状态方可触发相关制作流程,避免因容器残留物导致的配方冲突或结果异常问题 

- Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire.调整了「熔炼沙」与「熔炼玻璃」配方逻辑,强制要求必须携带打火机或其他点火工具作为熔炼启动条件 

- The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine.调整「制作螺丝刀」配方的解锁途径,允许通过研究近战武器图纸或阅读「逃脱囚禁Escaping Captivity」配方杂志习得该配方 

- Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.新增「木质黏土工具」物品及对应雕刻配方,复用已有图标与模型资源,通过代码绑定实现玩家可主动制作该工具(..........和前面重复了,一模一样) 

- Limited some actions such as drinking and cleaning bandages to fluid sources that contain only water or tainted water限制了饮水、清洁绷带等生存行为仅能在纯水或污染水液体源上触发,禁止从酒精、燃料等其他液体容器执行此类操作,强化液体类型与生存动作的逻辑关联性 

- Updated drinking from IsoObjects (sinks/barrels) to use IsoGameCharacter:DrinkFluid() to ensure correct health effects with all fluid types.重构从洗手池/水桶等环境物体(IsoObjects)饮用的交互逻辑,强制统一调用角色饮液方法(DrinkFluid()),确保所有液体类型(如污染水、酒精等)均能正确触发对应的健康效果计算(中毒、脱水等),修复此前因逻辑分散导致的液体类型与健康影响不匹配的漏洞 

- Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first.调整角色动作队列的优先级逻辑,禁止在「装填液体」动作未完成时自动触发「饮用瓶中液体」行为,强制要求玩家必须完整执行装填流程后,才能进行饮用操作,避免因动作中断导致的液体量计算错误或容器状态混乱 

- Added a craftRecipe to carve wooden goblets.新增「木制高脚杯」雕刻合成配方,允许玩家通过木工技能与基础木材资源制作装饰性或功能性的容器道具 

- Reorganized the carving craftRecipe file to order recipes by skill level requirements.对雕刻类合成配方文件内的条目进行结构性重排,按照配方解锁所需技能等级由低到高重新排序 

- Added recipe research allowances for Forging Spade Heads to relevant items.为「锻造铲头」合成配方添加了相关物品的研究权限,确保玩家可通过研究特定道具(如金属锭、锻造图纸等)解锁该配方 

- Added a craftRecipe for sewing a Leather Tool Roll.新增「皮革工具卷」缝制裁缝配方,允许玩家通过消耗皮革与缝纫工具制作多功能收纳道具 

- Added a Crafted Baseball Bat item and the craftRecipe to make it. It requires Carving 9, and has to be learned. But also you can research it from wooden Baseball Bats, Large Branches, and Short Bats.新增「手工棒球棒」物品及其合成配方,要求雕刻技能等级9且需主动学习解锁;同时允许通过研究「木制棒球棒」「粗树枝」「短棒」类道具逆向推导该配方,平衡高阶近战武器的获取门槛与探索性解锁途径,强化技能成长与资源回收机制对武器制作体系的深度关联 

- Increased Campfire capacity to allow use of Buckets for water purification/cooking扩展营火容器的兼容性,允许使用「水桶」作为大型储水工具进行煮沸净水或烹饪操作,提升单次处理水量上限,优化玩家在野外生存时的水资源管理效率,减少重复操作负担并增强生存场景的真实感 

- The looted/trashed buildings should have more broken and open doors, and more broken windows, to better signpost their status as looted & trashed.强化环境叙事逻辑,在已遭洗劫/破坏的建筑中显著提升破门(敞开或损坏状态)与碎窗的生成概率,通过视觉线索(门窗损毁程度)动态反映建筑内部状态,提升玩家通过环境细节判断区域危险程度或资源存量的沉浸式体验

- Ground floor locked windows in looted/trashed buildings will be unlocked.调整建筑生成规则,强制将洗劫/破坏类建筑一楼的锁定窗户状态设为解锁,通过环境可交互性(可自由开启的入口)强化「已被掠夺」的叙事暗示,减少玩家因门窗异常封锁产生的逻辑矛盾感,并优化探索流线合理性 - Corpses will now sometimes spawn outside of Trashed & Looted buildings; this is RNG dependant, and also "buildings" don't really have much of a outside footprint, it's basically a row a squares surrounding the building in most cases, so there's not much real estate to work with.调整洗劫/破坏类建筑的尸体生成逻辑,允许尸体在建筑外围有限空间(如围绕建筑的边缘地块)随机生成(RNG依赖),通过环境叙事暗示劫掠后的暴-力-冲-突;同时受限于建筑外围地块的物理空间限制(通常仅单层外围方块),尸体生成密度及位置将受地形适配性约束,避免穿模或逻辑不合理问题

- Trash will also spawn outside of Trashed & Looted buildings on ground squares. Again, not much real estate to work with here.在洗劫/破坏类建筑外围地块(通常为紧邻建筑的有限地面区域)新增「垃圾堆」类环境叙事物件的随机生成逻辑(RNG依赖),通过散落的废弃物(如破碎家具、衣物残片)强化建筑遭洗劫的视觉表现

- Any ground floor locked doors will be destroyed.强制调整建筑生成规则,在场景初始化阶段摧毁所有位于一楼且处于锁定状态的门,确保洗劫/破坏类建筑内部逻辑自洽(无完好锁定的入口障碍)

- The basements of trashed & looted buildings will be less trashed and looted, proportional to how deep below ground level the individual basement floors may be.引入地下室劫掠状态的层级化生成算法,根据地窖深度(与地表垂直距离)动态降低破坏程度与物资洗劫率——深度越大的地下室生成「完好储物架」「未翻动容器」的概率越高,模拟掠夺者因时间/风险成本放弃深度探索的逻辑,增强玩家「风险换资源」的探索策略深度与环境叙事的空间合理性



- Halved the maximum size of buildings that can be trashed & looted.将可标记为「洗劫/破坏」状态的建筑最大尺寸阈值减半 

- Reworked the corpse spawning in trashed buildings to use the new corpse spawning code.将洗劫建筑内的尸体生成机制迁移至新版尸体生成框架 

- Additionally sometimes trashed buildings will have one or more zombies or corpses of bandits/survivalists/militia in them; this is rare, but as those outfits can have good loot, it will serve as "finding some of the missing loot.引入洗劫建筑内的动态尸体生成机制,低概率(RNG控制)生成携带优质战利品的特殊阵营尸体(强盗/生存专家/民兵) 

- Reworked how a bunch of trashed build code works; checks to prevent story content occurring in kids rooms was preventing stuff from occurring in areas w/o rooms; in addition to some other checks were being too aggressive in preventing content occurring in some squares.重构洗劫建筑生成算法,优化房间类型检测机制——原「儿童房内容过滤」逻辑因过度依赖房间标签导致开放区域(无明确房间定义空间)内容生成受阻,现通过层级化空间分类(房间/走廊/公共区域)与动态权重分配,在保持儿童房叙事限制(避免成人向道具生成)的同时,允许战利品/环境破坏痕迹在门厅、楼梯间等非房间区域自然分布,并降低其他区域内容生成规则的误判率,系统性提升洗劫场景的叙事密度与探索可信度 

- Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken.强化洗劫建筑内门与窗户的逻辑优先级:对「上锁的封闭车库门」进行强制破坏状态生成(如门板碎裂、锁具损坏) 

- Added recipe research progression for several "tool" category items: masonry trowels; masonry chisels; (more) fleshing tool; (more) sickles; tweezers; forceps; files; whetstones; nails and heading tools from nail-spiked weapons; buckets; crowbars; trowels; etc.为多个「工具」类物品添加了配方研究进程,包括泥瓦匠抹刀、泥瓦匠凿子、(更多)剥皮工具、(更多)镰刀、镊子、钳子、锉刀、磨刀石、钉刺武器衍生的钉子与头部工具、水桶、撬棍、抹刀等 

- The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic.将CarveBat配方添加到近战武器图纸可用的配方池中 

- Added the Improvised Screwdriver items to some attached weapon definitions. Bandits, Survivalist, and later game zombies may have them attached to or impaled within them.将即兴螺丝刀物品添加至部分关联武器定义中,强盗、生存者及游戏中后期僵尸可能携带该物品(附着或刺入体内) 

- Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break, like many other melee weapons.铁/钢制长条、半长条、长杆及半长杆类物品现在具有与其他近战武器相同的破损机制,损坏后将分裂为两半

- It's possible that people may exploit this as a "materials processing" exploit; you should still be able to saw/forge/etc. broken rods/bars into halves as is, and it is arguable that允许通过锯/锻造等方式继续将破损的长杆/长条分割为更小单位,可能被玩家视为材料加工漏洞,但该机制仍被保留 

- Added research progression for pots, cutlery, pans, and saucepans and kettles (although their craft recipes are commented out).为锅具、餐具、平底锅、炖锅及水壶添加科技树研究节点(但其合成配方仍处于注释禁用状态) 

- Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy".调整焊接武器的技能等级需求,缓解原设定中低阶技能占比过高的问题 

- Changed MakeSmallScrapWeapon to MakeSawbladeHatchet; it was a multi-recipe that could also make a scrap cleaver, but also there was already a scrap cleaver recipe.将原多功能配方MakeSmallScrapWeapon重命名为MakeSawbladeHatchet,剥离其碎骨刀制作分支(因独立碎骨刀配方已存在) 

- Halved the time required for the recipe research action.将配方研究操作所需时间缩短至原先的一半

- Having a Magnifying Glass or Loupe in either hand will further slightly reduce item research time.玩家手持放大镜或目镜时,物品研究时间将获得额外小幅缩减 

- Added research progression for pots, cutlery and pans为锅具、餐具及平底锅添加科技树研究节点 

- Increased the burn time of the firewood bundle to match unbundled firewood.提升捆装木柴的燃烧时长,使其与散装木柴的燃烧时间参数一致 

- Added an addCorpse function to IsoGridSquare; the code generates and drops corpses in multiple places so having a utility function to use instead will simplify matters.向IsoGridSquare类添加addCorpse函数,用于集中处理尸体生成与放置逻辑 

- A players relevant highest skill level can reduce how long craftRecipes can take to perform; for every level the highest skill level is higher than the highest recipe skill requirement the time required to perform the craftRecipe will be reduced by 5%.玩家相关最高技能等级可缩短配方执行时间,每超过配方最高技能需求1级,制作耗时减少5% 

- Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out.修复拆卸刀片时武器修理次数未继承至刀片部件的问题 

- Reorganized welded weapons recipe file by skill level.按技能等级重新组织焊接武器配方文件结构

- Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals.重新平衡焊接武器的属性参数,普遍大幅降低耐久度并小幅削弱伤害与暴击率

- The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons.设定焊接武器作为“粗制滥造”的临时武器定位,其属性劣于铁匠技能锻造的正规武器

- Rebalanced some weapons produced by knapping in regards to durability and damage output.调整敲制武器的耐久度与伤害输出参数,实现属性再平衡 

- Fixed several recipes having duplicate condition fields.修复多个配方中存在重复条件字段的问题

- Reorganized the knapping recipe file by skill levels requirements.按技能等级要求重新组织敲制工艺配方文件结构

- Changed the category of some knapping-related weapon and tool assembly recipes from "Survival" to "Assembly" as almost all weapon and tool assembly recipes are in that category, especially ones involving sticking heads onto sticks like these ones.将部分敲制工艺相关的武器与工具组装配方分类由“生存”调整为“组装”,以统一涉及棍棒头部固定的武器合成逻辑(如矛类武器头部绑定)

- Minor tweaks/simplifications/consistency-ing to some knapping recipes.对部分敲制配方进行小幅调整、简化及统一性处理

- The knapp stone awl craftRecipe requires no skill level to perform.移除敲制石锥配方(knapp stone awl craftRecipe)的技能等级限制,现无需任何技能即可制作 

- Rebalanced several Cudgel type weapons in regards to their damage and criticals.调整多种棍棒类武器的伤害与暴击率参数,实现属性再平衡 

- Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance. This is to make the weapon recipes, less bottom heavy, skill level requirement wise, with a more drawn out progression, and providing more room for blacksmithing to be a superior option (assuming materials and workstations).调整了涉及木工或维护技能的临时武器配方所需的技能等级,使其技能门槛分布更平缓,延长升级曲线,并为锻造技能(在具备材料与工坊条件下)保留更高阶的武器制造优势) 

- Some minor rebalancing of mace and morningstar type weapons.对狼牙棒与晨星类钝器进行了轻度数值平衡调整 

- Consolidated some code for spawning corpses into IsoGridSquare.将部分生成尸体实例的代码逻辑整合至地图网格单元类中,优化尸体生成功能的代码结构 

- Added Coffee to the items that can spawn as kitchen countertop clutter.为厨房台面杂物生成添加咖啡作为可生成物品 

- Added craftRecipe for making an improvised knife from a machete blade.添加从砍刀刀片制作临时小刀的合成配方 

- Changed text display strings for Crude Sword/Shortswords and their blades to "Simple" Swords/Shortswords and Blades to be consistent with how most every other crude weapon and tool have had their display name string changed to "Simple".将粗糙剑/短剑及其刀刃的显示文本统一调整为「简易」前缀,与其他粗糙武器工具命名规范保持一致

- Changed display text strings for Crude Whetstone to Improvised Whetstone, as above.将「粗糙磨刀石」的显示文本调整为「临时磨刀石」,与其他同类物品命名规范统一 

- Spiked bone clubs can be crafted.为尖刺骨棒添加可合成途径 

- Applied placeholder values to crafted metal armor for Bullet Defense; this isn't very realistic as-is, and is subject to change, but despite being quite low ranging from 5% to 20, ; ideally we will have better handling of armor types versus specific calibers of ammunition at some point, so this is to acknowledge that we aren't ignoring the matter in the meantime.为手工金属盔甲添加子弹防御属性的临时占位数值 

- The Baseball trait teaches the Carve Baseball Bat craftRecipe.通过「棒球」特质解锁「雕刻木制棒球棒」合成配方的学习条件

- Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser", which teaches the Cave Baseball Bat craftRecipe.为物品WeaponMag7添加显示名称「杂志:路易斯维尔重击者」,并关联其解锁「洞穴棒球棒」合成配方的功能 

- Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur. They will also use the same limit on room numbers that the trashed and looted building story uses.为其他「被掠夺建筑/商店故事」添加生成条件限制,使其在「被掠夺建筑」选项禁用时停止生成,并同步房间数量上限规则 

- Modified some general purpose crafting lua code used for Knapping and Carving to be more flexible/robust.优化用于「敲击」与「雕刻」制作的通用Lua代码逻辑,提升灵活性与健壮性 

- Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods. If you have a saw, and a source of Long Sticks/Saplings/Brooms/Mops/Hockey Sticks/etc, you will be able to produce Wooden Rods and Small Handles without any carving beyond carving Saplings and Hockey Sticks into Long Sticks, which doesn't have any skill level requirement.添加基于锯切操作的合成配方链,允许通过锯子将长棍/树苗等原料加工为木杆、树枝及小握把,通过工具(锯子)降低木制品制作门槛(无需雕刻技能) 

- Allow players to use liquids from different containers in craft recipes允许玩家在合成配方中使用不同容器中的液体 

- Added the item and craftRecipe for a Flint Saw and Scraper.新增「燧石锯与刮削器」物品及其合成配方

- This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool.定义「燧石锯与刮削器」的双重功能:作为简易锯子处理部分粗糙合成配方,并作为剥皮工具使用

- Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees.扩展锯子与简易锯子的功能,使其支持制作原木家具,同时保留斧头砍伐树木的核心用途 

- Added the item and craftRecipe for a Twig Broom.新增「细枝扫帚」物品及其合成配方

- This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.赋予「细枝扫帚」与普通扫帚相同的功能,包括清洁与制作长矛的合成用途 

- Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.统一狗草、大-麻、亚麻等材料制作绳子(rope)与麻线(twine)的配方规则(工具、耗时等参数标准化) 

- Added animals skeleton with no heads.在游戏环境中添加无头动物骨架作为可生成场景元素 

- Balanced butchering meat given.调整动物屠宰后肉类产出的数值平衡 

- Added the Trait "Mason" which provides 2 levels in the Masonry skill.新增「石匠」特质,直接赋予玩家石工技能(Masonry)2级初始等级

- Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete.将「石匠」特质与特定工作站建筑配方绑定,使拥有该特质的角色自动掌握砖石/混凝土类配方

- Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2; it's probably still too much for the point cost of the profession, but it should at least be consistent with the Mason trait, which is consistent with other Skill traits.调整「建筑工人」职业的石工技能加成数值,由+3降至+2,以与同类特质(如「石匠」)的数值设计保持一致

- The Masonry craftRecipe for making Stones from Large Stones provides more XP.提高通过「石工」配方将大石块加工为普通石块所获得的技能经验值

- The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1 and provides XP equivalent with it's level requirement.调整「石块→石砖」配方的技能等级要求与经验值收益,使其与技能等级(1级)匹配

- Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2. Some of these arguably should be greater, to provide progression and more XP, but this is the initial rebalancing pass.将「小型石轮」「大型石轮」「石砧」等进阶石制品的合成配方统一调整为需石工技能2级,作为初步平衡调整

- Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel. These have a much higher skill level requirement than the knapping versions, and also don't need to be learned. This is to provide some high level options for the stonemasonry skill, and it doesn't seem unreasonable as well when using proper tools.新增高阶石工配方,允许通过专业工具(石工锤与凿子)制作石槌与大斧头部件,替代原始敲击法(knapping)的低阶版本

- These craftRecipes should eventually require a suitable workstation, such as using a flat boulder, versus being an AnySurfaceCraft.计划为特定石工配方添加工作站依赖,要求使用「平坦巨石」等专用工作台,取代当前「任意表面」制作逻辑



- Changed how the learned recipe/granted xp messages are presented to the player. Although there is no control available over the duration of the message, the formatting has been changed to hopefully be easier and faster to read.优化玩家学习配方/获得经验提示消息的显示格式,提升信息可读性与阅读效率 

- Added the DontRecordInput inputFlag to the clay and concrete inputs used to build tiles and workstations.为建造瓷砖(tiles)与工作站(workstations)所需的黏土(clay)和混凝土(concrete)输入操作添加「不记录输入」标记 

- Added the item and craftRecipe for a Flint Saw.新增「燧石锯」物品及其合成配方(又和前面的重复......)

- This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work).定义「燧石锯」的功能限制:仅支持部分粗糙类合成配方,无法执行精细加工 

- Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees..扩展锯类工具的功能范围,使其支持原木家具(Log Furniture)的制作,同时保留斧头(Axes)的树木砍伐核心功能 

- Added the item and craftRecipe for a Twig Broom.新增「细枝扫帚」物品及其合成配方(......)

- This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.实现常规扫帚的基础清洁功能,同时添加了可被用作制造矛类武器的素材属性 

- Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.统一不同植物纤维材料的绳索制品配方参数体系 

- Boosted the durability of the spears made using proper forged spear heads.提升使用正规锻造矛头制作的矛类武器的耐久度 

- Made the CopyBuildingKey craftRecipe not-researchable; it was too easy for any player to learn it from building keys, and is supposed to be more of a "criminal"/heist type thing.调整钥匙复制配方为非法研究路径并增加获取限制 

- Added crafted bone and wood knitting needle items.添加手工制作的骨制与木制织针物品 - Added craftRecipe to carve bone and wood crafted Knitting Needles.为雕刻骨与木材制成的手工织针添加制作配方

- Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe; the recipes for carving bone Awls and Sewing Needles were also moved to this magazine from another one.添加配方杂志《开拓雕刻者》以教授雕刻织针配方,并将雕刻骨锥与缝衣针的配方从原杂志迁移至此新杂志 

- Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels.扩展雨水稀释机制,使其适用于所有流体类型并作用于桶装液体 

- Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon.添加特质「发明」,通过降低所需等级提升从物品或自动学习机制中获取配方时的效率,该特质暂缺图标

- Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking; it also still needs an icon.添加特质「工匠」,为陶艺与玻璃制造提供+1增益,该特质暂缺图标 

- Tweaked the math for the level requirement calculations for the research mechanic; it will now round the calculated level to the nearest whole number, instead of always rounding down.调整研究机制中等级需求的计算方式,计算结果现四舍五入至最接近的整数,而非始终向下取整 

- Added the Flint Saw as a valid input for several crafting and building recipes.将燧石锯添加为多个制作与建筑配方中的有效材料 

- Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats, which will also reset their condition if damaged.添加合成配方「将木制棒球棒与钉刺棒球棒锯为短棒」,若原材料受损则重置成品状态 

- Consolidated the second spear dismantling recipe, ReclaimFromSpear2, with DismantleLongerImplement, as both craftRecipes output a broken long stick; the spears this recipe dismantles involved spear heads that have been mechanically attached to the spear shaft and their removal breaks the shaft versus "taped on" spears.合并拆卸配方,将「从长矛回收2」与「拆卸长柄工具」整合,因两者均产出损坏的长棍;此配方仅处理矛头与矛柄为机械固定的长矛(移除时导致矛柄断裂),区别于胶带固定的矛柄保留式拆卸

- Added a craftedRecipe DismantleGardenImplement for cases where a broken garden tool handle should be produced, and not a long stick; this should be consolidated with DismantleLongerImplement, but I'm not certain that multiple output mappers currently works as desired.添加合成配方「拆卸园艺工具」以产出损坏的园艺工具柄(而非长棍);需与「拆卸长柄工具」合并,但当前多输出映射器可能无法按预期处理不同产物类型 

- Added the input tag ResearchInput; if the input item has recipes that the player can research they will learn them.添加输入标签「研究输入」:当物品携带此标签时,若存在可研究配方,玩家将通过研究该物品自动解锁对应配方

- Added the ResearchInput tag to the electronic and radio dismantling recipes.为电子设备与收音机拆卸配方添加「研究输入」标签 - Added researchable progression to radio type items.为无线电类物品(如手持电台、车载电台等)添加可研究层级机制 - Rakes can be dismantled for a Rake Head and broken Long Stick.添加耙子拆卸配方:拆解后可获得「耙头」与「损坏的长棍」

- The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads.为「西伯利亚熊狩猎指南」杂志添加矛头锻造配方教学 

- Filleting fish provides Butchering XP and not Cooking XP.调整技能经验归属:剖鱼操作现关联屠宰技能经验(原烹饪技能经验) 

- Balanced butchering further.优化屠宰系统平衡性 

- Added rotting stage for animals, currently i only have bloodied skeleton, but rotten corpse (before skeleton) is coming.添加动物尸体腐烂阶段,当前仅有「血染骨架」阶段,后续将补充「腐烂尸体」阶段(作为骨架前置状态) - Rebalanced several carving recipe time requirements; they should be more consistent and sensible, as well as more generous in many cases.调整多个雕刻配方耗时参数,使其符合统一标准且更具合理性,多数配方时间要求降低

- The Wooden Bucket carving recipe requirement has been increased to 4 from 3.提升木桶雕刻配方需求:所需材料数量由3单位调整为4单位

- Several carving recipes, including forks, buckets, goblets and spades, require being learned.设定雕刻配方(叉/桶/杯/铲等)为需学习解锁型,玩家须通过阅读杂志或提升技能等级获取 - Appropriate traits teach these recipes and appropriate recipe magazines teach them.建立配方解锁双轨机制:特定特质(如木工/铁匠类)自动授予基础配方,进阶配方需通过对应工艺杂志解锁

- However, alongside generous autoLearns, there are ways to research all of these recipes.构建配方解锁双轨机制:所有配方均可通过「自动学习」(基于特质/技能)或主动研究解锁 

- Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks. This just makes sense but also allows for cunning XP goblins to double down their gains when crafting carved tableware.扩展木勺功能:木制勺子现可作为雕刻工具参与制作木叉/骨勺/骨叉,使餐具雕刻链形成闭环,允许那些狡猾的XP玩家在制作雕刻餐具时获得双重经验

- The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel.扩展木制铲功能:木铲现可同时作为「手铲」(基础挖掘)、「抹泥铲」(石膏作业)、「石匠铲」(砖瓦作业)使用 

- Adjusted the autoLearn requirements for some carving recipes in that they were too generous; they are still generous.调整雕刻配方自动学习条件:降低部分配方自动解锁的宽松度(如提升所需技能等级阈值或增加特质限制),但仍保留较高容错性 

- Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin and Forearm Armor; however crafting those and researching them will teach additional tire armor recipes.轮胎与轮胎碎片均提供较少的轮胎护甲研究配方,仅解锁护胫与前臂护甲;但合成并研究这些护甲后将解锁更多轮胎护甲配方 

- Consolidated the metal mask craftRecipes by material into one recipe.将金属面具的制作配方按材料分类合并为单一配方 

- Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut up for a leather strip and buckle alongside Belts.弹药带、双枪套与手工皮枪套现可拆解为皮革带和扣环,腰带亦可拆解相同材料 

- Fixed some errors with "Base.Base." in some craftRecipe scripts.修复部分合成配方脚本中存在的「Base.Base.」错误 

- The durability of stone, bone, and simple/crude metal spears was boosted; these all comprise "proper" spears, and as such are being slightly de-nerfed.提升了石制、骨制及简易/粗糙金属矛的耐久度;上述武器均归类为「标准」矛类,其属性削弱效果因此被小幅回调 

- Disabled some lua farming code for handling being damaged by vehicles; it was redundant as it is handled java-side.禁用部分用于处理载具伤害的Lua农业代码;因该功能已由Java端处理,故代码冗余 

- Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object.将长型及更长型器具的多个分解配方合并为单一合成配方;其输出映射器应能为拆卸后的对象生成正确的头部与断裂手柄 

- Rebalanced Animal Bone club-type weapons.平衡调整动物骨骼棍棒类武器 

- Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars.添加用于加工铜、金、银的废料、薄片与金属锭的合成配方

- Added craftRecipes for forging Goblets and metal Cups.添加锻造高脚杯与金属杯的合成配方 - Restored craftRecipes for forging copper Kettles and Saucepans.恢复锻造铜水壶与炖锅的合成配方 - Added craftRecipes for processing copper items into Copper Scrap; Copper Scrap can be made into Copper Sheets to craft Copper Items.添加将铜制品加工为铜废料的合成配方;铜废料可制成铜薄片以用于制作铜制品

- Added craftRecipes for forging Gold and Silver Spoons, Butter Knives, and Forks.添加锻造金制与银制勺子、黄油餐刀及叉子的合成配方 - Added craftRecipe for forging the Jawbone Morningstar weapon.添加锻造下颌骨钉头锤武器的合成配方 - Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery.添加通过加工金制与银制珠宝以生成金废料与银废料的合成配方 - Although this will produce any appropriate gemstones for the processed items, this uses procedural OnCreate code to generate them, and they will not be displayed in the crafting UI; this is a case where it's not practical to include that information in the crafting UI due to specificities of the craftRecipes in question.加工物品时将根据处理对象生成对应宝石,该功能通过OnCreate代码实现且不会在合成界面显示;因相关合成配方的特殊性,在合成界面呈现此类信息并不可行 - With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware, goblets, cups and masks, by scrapping Gold and Silver jewellery and producing Gold and Silver sheets from the scrap.玩家现可通过制作金制与银制餐具、高脚杯、杯具及面具,分解金制与银制珠宝并将废料加工为金属薄片来获取铁匠经验值 - Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap.添加将金属棒球棒类武器分解为铝废料的合成配方 - Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes.铝废料现可用于废金属板材武器的合成配方

- Aluminum Scrap can be further rendered into Aluminum Fragments, which alongside Aluminum Foil, can be used for some Bomb and Radio recipes.铝废料可进一步加工为铝碎片;该材料与铝箔现均可用于部分炸弹与收音机的合成配方 - Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters.铁与钢废料现可加工为铁块与钢块,并可通过锻造制成块状或四分之一条 

- Adjusted how the yields work for scrapping vehicles; a more useful spread of crafting materials should be produced.调整载具拆解的产出机制;经调整后将生成更实用且分布合理的合成材料

 - Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned, based on feedback; this is taught by appropriate professions, traits and magazines, and can be researched.调整「雕刻短棍」配方的技能等级要求并改为需学习机制(根据反馈);该配方现由相应职业、特质及杂志教授,并可研究 - Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback.调整「雕刻木铲」配方的技能等级要求,由3级提升至4级(根据反馈) 

- The Forge Buckle recipe needs to be learned; this is taught by appropriate professions, traits and magazines, and can be researched.调整「锻造扣环」配方,现需学习机制;该配方由相应职业、特质及杂志教授,并可研究 

- Adjusted the weights of some metal scrap items for better consistency with crafting.调整部分金属废料物品的重量,以提升与合成系统的一致性 

- Rebalanced nutrition values for alcoholic beverages.平衡调整酒精饮料的营养值 

- Removed XP for sub-dividing Fish Fillets; this was just so oversize Fish Fillets could be made to fit smaller containers, but players were using it as an XP generating exploit.移除分割鱼片时的经验值获取机制;该功能原用于适配超大鱼片至小型容器,但玩家将其作为刷经验漏洞利用 

- Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans. Additionally with right-clicking you cannot both select the can and knife, and you can break a knife (or your hand) performing this craftRecipe. You should use a surface when stabbing a can open anyways.使用刀具或尖锐石块开启罐装食品的操作由手持合成调整为需工作台合成;此举旨在降低玩家误选该选项的概率。此外,执行此配方时无法同时选中罐头与刀具(右键操作),且可能导致刀具或手部受损;建议开启罐头时使用工作台 

- Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average.根据社区反馈,小幅削弱了短棍类武器;其最小伤害值降低0.1,因此在其他计算前平均伤害将减少0.05

- This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons.本次调整不影响尖刺棍棒与钉头锤(均由短棍改造);二者作为末期铁匠武器应保持主流武器地位

- Increased the Knapping skill level requirement by 1 for the Large Stone Axe Head and Stone Maul Head craftRecipes; looking over community feedback, they have acquired a meta-weapon reputation, their statistics have already been nerfed but as-is they also had remarkably low skill level requirements compared to weapon crafts in general, so this may need to be increased further.将大型石斧头与石槌头合成配方的石器打磨技能等级要求提升1级;根据社区反馈,该类武器已形成主流武器地位,此前已削弱其属性,但相较于常规武器合成,其技能等级要求仍显偏低,未来或需进一步提升 

- All bomb/bomb-type weapon items have a maximum condition of 1; this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum.所有炸弹/类炸弹武器物品的最大状态值均设为1;此举旨在防止其因状态值低于最大值的1/3而以「磨损」状态生成 

- Added Survival Schematics; they are like other Schematics but teach wilderness and post apocalypse type survival craftRecipes.新增生存技能图纸;此类图纸与其他图纸机制相同,但用于教授荒野与后启示录风格的生存类合成配方 

- Leather Drying Racks can be built using the Flint Saw item.现可使用燧石锯物品建造皮革晾晒架 

- Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.小幅加强了刹车盘类武器;作为重型武器,其原有性能未达预期 

- Road kills will now yield way less meat and of poor quality.平衡调整路毙动物的肉类获取量,现产量大幅减少且品质低下;旨在防止玩家依赖路毙尸体作为食物来源,鼓励其通过狩猎或畜牧获取肉类 

- Moved Dig Furrow in the Shovel sub context menu.调整「挖沟」功能的位置,现位于铲子子菜单中 - Animals can now be added to graves.现可将动物添加至坟墓中;扩展了坟墓功能,允许玩家埋葬动物尸体以实现更真实的生存管理或环境卫生维护 

- Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h).屠宰后的肉类数量与品质将随动物死亡时间推移而递减(自死亡12小时后开始下降) - This meat can be rotten if the animal stayed dead for too long before butchering.若动物死亡过久未处理,所获肉类可能腐坏

- Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed).更新动物尸体的食品状态显示机制;若尸体腐败时间过长,其状态将标注为「不新鲜/腐坏」 

- Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed).新增动物尸体的腐坏阶段机制;默认情况下,尸体将在50小时(对应沙盒设置中的「尸体移除」时长)内经历腐坏阶段变化(新鲜→腐坏→血腥骨架→骨架→移除) 

- The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days.调整建筑物达到「洗劫」状态最大程度的所需时间,由56天延长至90天 

- The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50.调整沙盒设置中的「最大鼠类指数」默认值,由100下调至50并设置硬性上限为50 - Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.无法生成维护经验值的武器现新增工具提示以警告玩家 

- Removed the ability to remove buckets from forges.移除从熔炉中取出水桶的能力 - Removed XP from researching items.移除研究物品时的经验值获取机制 

- Reverted calls for adjustMaxTime in timed actions added in commit 26957 as it led to the multipliers being applied twice.撤销了提交版本26957中对定时动作添加的adjustMaxTime调用;因该调整导致时间倍率被重复应用,现已回滚以修复此问题 - Adjusted values in ISBaseTimedAction.adjustMaxTime so that unhappyness and drunkeness have a stronger effect.调整「ISBaseTimedAction.adjustMaxTime」中的数值,以增强不快乐与醉酒状态对定时动作耗时的影响 

- Boosted the xp, in general, for constructing tiles.全面上调了建造瓷砖时的经验值 - This should now be, minimum, 10xp/per level of skill requirement; 1-6 xp for 0 skill tiles.现调整为:每级技能需求最低提供10点经验值,无技能需求的瓷砖将提供1至6点经验值 - This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree. The xp awards for building stuff were remarkably low compared to dismantling mechanics.由于此前启用瓷砖拆除功能时,破坏瓷砖获得的经验值收益远高于建造,且拆除机制的经验奖励显著高于建造活动 - Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs.现可在农场仓库与车库类房间的地表杂物中生成大锤 

- Restore skull tags in inventory pane for hazardous fluids placed in world.恢复放置在游戏世界中的危险液体在物品栏面板中的骷髅标签显示 

- Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs.将装入蛋盒的鸡蛋整体冷冻时间设为12枚鸡蛋冷冻时间的平均值 

- Restore reserve water to plumbed items when mains is off当主供水关闭时,恢复已连接管道物品(如水槽/马桶)的储备水量 

- Fixed the "Discovered Recipes and Media" button possibly extending past the edge of the Info panel.修复「已学配方与媒体」按钮可能超出信息面板边缘的显示问题 

- Updated some buildings on the in-game map.更新游戏内地图中的部分建筑 

- Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them.提升不快乐与醉酒效果,当任一状态达到最高等级时,动作耗时延长两倍 

- Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies.生存主义者套装僵尸生成护甲与武器的几率或数量被轻微削弱

- Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks.后期强盗套装僵尸的背包生成战利品的数量与种类遭到削弱

- Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks.后期生存主义者套装僵尸的背包生成战利品的数量遭到轻微削弱

- Both Bandits and Survivalist outfit zombies will have good stuff, they were just nudged to have slightly less good stuff.强盗与生存主义者套装僵尸仍会携带优质物品,但两者的战利品质量均遭到轻微削弱 

- Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot.部分合适车辆类型的后备箱战利品新增大锤作为可能生成的物品 

- Extend plumbing FindExternalWaterSource tests to find water sources within range of ALL sprites of a multi-sprite IsoObject (e.g. Bath)扩展水管系统外部水源检测逻辑,对多部件物体(如浴缸)的检测范围覆盖其全部子部件 

- Slightly reduced Old and Cheap Generators sound radius and volume; they are still louder than the good ones.略微降低旧型与廉价发电机的音效范围与音量,但其声响仍大于优质发电机 

FIXES



- Fixed error with MakeImprovisedLantern craftRecipe.修复制作简易灯笼合成配方的错误

 - Fixed missing vehicle mechanics overlays for several vehicles.修复部分车辆缺失的载具机械覆盖层问题

 - Fixed shin and thigh armor recipes outputting thigh and shin armor.修复小腿与大腿护甲合成配方错误产出部位颠倒的问题

 - Fixed interrupting of pour/fill/drink/empty leaving a fully filled or empty bottle.修复倒、装、喝、清空液体动作被打断后容器错误呈现完全满或空状态的问题

 - Fixed Chop tree, farming and paint cursors remaining open if the character enters a vehicle.修复角色进入载具后砍树、耕种与油漆光标残留的问题

 - Fixed Dismantle Medium Implement recipe, it could only use the standard Hammer as a tool.修复中型工具拆除配方仅能使用标准锤子作为工具的限制

 - Fixed issue where fluid transfers sometimes transform all fluids into water修复液体转移过程中有时错误将所有液体转变为水的问题

 - Fixed issue where fluid transfers stopped partway through would leave a transfer either 0% or 100% complete only修复液体转移中途停止后进度仅错误呈现0%或100%完成状态的问题

 - Fixed line endings of worldmap/docker-linux64.sh修复worldmap/docker-linux64.sh脚本文件的行尾格式问

 - Fixed issues when medical satchel was shown in right hand.修复医疗包错误显示于角色右手的问题

 - Fixed errors when some weapons break修复部分武器损坏时触发错误的问题

 - Fixed being able to chop down infinite trees with Stone Axes.修复石斧可无限砍伐树木的异常机制

 - Fixed character health UI for simplified chinese修复简体中文版本角色健康界面的显示问题

 - Fixed Crucibles, glazed and unglazed Ceramic Jars not being fluid containers and not being filled by rain.修复坩埚、上釉与未上釉陶瓷罐未被识别为液体容器且无法通过雨水填充的问题

 - Fixed the Firewood with Nail weapon using the wrong sounds.修复带钉木柴武器错误调用音效文件的问题

 - Fixed an error with reclaiming rope from Firewood Bundles.修复从中型柴捆回收绳索时触发错误的机制

 - Fixed All Clothes Unlocked list not fitting in its UI (especially on <2k res) + Renamed "Randomize" outfit button to "Random"修复全服装解锁列表界面适配问题(尤其2K分辨率以下);将服装「随机化」按钮更名为「随机」

 - Fixed incorrect spacing for tooltips with names,修复带名称工具提示文字间距不正确的问题

 - Fixed sizing of bottom right button sizes to match new "report bug" button,修复右下角按钮尺寸适配问题,使其与新加入的「报告错误」按钮规格一致

 - Fixed issues with spawn select advanced panel to fit with existing UI layout design ]修复生成角色高级选择面板界面元素,使其适配现有布局设计

 - Fixed splitscreen players seeing container highlights for other players.修复分屏模式下玩家可见其他玩家容器高亮标识的错误

 - Fixed missing SeatMaterial parameter with carpentry seats.修复木工座椅缺失SeatMaterial材质参数的问题

 - Fixed buildings containing another player being partially cutaway in splitscreen.修复分屏模式下含其他玩家的建筑物部分被裁剪的显示问题

 - Fixed thirst reaching negative values修复口渴值错误达到负值的数值溢出问题

 - Fixed players not being able to slice fish that can't fit in their inventories修复玩家因物品栏空间不足无法对大型鱼类进行切片的操作限制问题

 - Fixed keys with ID == -1 being spawned修复错误生成ID为-1的钥匙的问题

 - Fixed the Amount of items being gained through foraging showing wrong number修复采集物资时获取物品数量显示错误的问题

 - Fixed crops showing "remove" as first option when checking their status, as Info should be at the top修复检查作物状态时「移除」选项错误置于首位的问题,确保「信息」选项置顶显示

 - Fixed Orange led light being missing from lightswitches when house is powered by a generator修复由发电机供电时房屋电灯开关橙色LED指示灯缺失的问题

 - Fixed Error when weapons break or get stuck in zeds during combat.修复战斗时武器损坏或卡在僵尸体内触发错误的问题

 - Fixed texture compression issues with floor overlays修复地板覆盖层因纹理压缩问题导致的显示异常

 - Fixed Petting Animal sounds being silent after the first time triggered.修复抚摸动物时音效在首次触发后错误静音的问题

 - Fixed InventoryItem.onBreak() calling Lua code from the wrong thread while loading items.修复物品加载时InventoryItem.onBreak()方法错误从非主线程调用Lua代码的线程安全问题

 - Fixed being unable to smelt broken items.修复损坏物品无法熔炼的功能异常问题

 - Fixed some blacksmithing recipes producing items that were sharp; for consistency they should all produce blunt items that require sharpening.修复部分锻造配方错误生成锋利物品的问题,确保所有产物均为需打磨的钝器以保持一致性

 - Fixed an error that can happen with OnBreak functions when a head part is processed and the item in question is a world item.修复处理头部部件时,若目标物品为世界实体则触发OnBreak函数错误的问题

 - Fixed some Pan items having inconsistent weights.修复部分平底锅类物品重量参数不一致的问题,确保同类物品属性统一

 - Fixed Empty Jar not displaying a model in hand when being filled.修复「空罐子」在填充时手持模型不显示的问题

 - Fixed flickering object highlighting.修复物体高亮时的闪烁问题

 - Fixed Players not being able to leave vehicle if they enter it while digging furrows修复玩家在挖沟时进入载具后无法离开的问题

 - Fixed "Cocoa: Regular windows do not have icons on macOS" warning on MacOS.修复macOS上「Cocoa常规窗口无图标」的警告问题

 - Fixed an error when a character would attempt to research a recipe from an item outside of their inventory.修复角色尝试从物品不在其库存中时研究配方导致的错误问题

 - Fixed an error where the item research debug text strings could communicate improper information in some instances, saying that skill levels were required when they were not for some items/recipes. This was only a "bug" debug-mode-information-wise; the mechanic worked as intended.修复物品研究调试文本在某些情况下错误提示需要技能等级的问题,此问题仅影响调试模式信息,实际机制运行正常

 - Fixed plastering, painting and farming context-menu options being accessible when in a vehicle. Context menu now hidden when the player enters a vehicle.修复载具中仍可访问粉刷/喷漆/农业的上下文菜单选项的问题,玩家进入载具后现已隐藏该菜单

 - Fixed the player being able to turn  while transferring items between containers while sitting.修复玩家在坐姿下于容器间转移物品时仍可转向的问题

 - Fixed issue with voice style data not saving with pre-sets.修复语音风格数据无法随预设保存的问题

 - Fixed Horde Manager throwing errors after changing the spawn number修复调整生成数量后Horde Manager报错的问题

 - Fixed zombies lunging forever at players across the sides of staircases.修复僵尸在楼梯两侧对玩家无限扑击的问题

 - Fixed the most recent issue with tents, tile definitions and moveables; the old tents weren't working moveables-wise.修复帐篷、地块定义与可移动物体相关的最新问题,旧版帐篷在可移动物体功能上失效

 - Fixed the carve spear craftRecipe having two OnCreates definitions in the script.修复「雕刻矛」制作配方脚本中存在重复OnCreates定义的问题

 - Fixed some inputFlag processing code; when dismantled hafted implements with heads the conditions and times repaired should properly transfer to the dismantled head.修复输入标志处理代码问题,拆卸带柄工具头部后其状态与维修次数现可正确转移至拆解部件

 - Fixed Voice pitch slider being non-functional修复语音音调滑块失效的问题

 - Fixed zombie Thumps on barbed wire fences playing wrong sound修复僵尸撞击铁丝网围栏时播放错误音效的问题

 - Fixed eggs never unfreezing when frozen修复鸡蛋冷冻后无法解冻的问题

 - Fixed a wall blocking a staircase, and a cutaway issue.修复墙壁阻挡楼梯和剖视显示的问题

 - Fixed issue where text for 'need to learn recipe' in HandcraftPanel recipe header was empty修复手工艺面板配方标题中「需学习配方」提示文本为空的问题

 - Fixed issue where possible craft qty would show incorrectly as zero if recipe was not yet learned修复配方未学习时可能制作数量错误显示为零的问题

 - Fixed issue where bowl was not being consumed for Make Cake Batter recipe修复「制作蛋糕面糊」配方未消耗碗的问题

 - Fixed some clay tiles still counting as dirt.修复部分陶土瓦仍被计为泥土的问题

 - Fixed Cook trait references to the separate Make Jar recipes.修复「厨师」特质错误引用独立制罐配方的问题

 - Fixed a typo in one postcard name.修复某明信片名称中的拼写错误问题

 - Fixed cars facing wrong direction at the drive-in theater, but it needs better parameters so it isn't enforced for other areas of Rosewood.修复汽车影院的车辆方向错误问题,需优化参数以避免影响罗斯伍德其他区域的方向设置

 - Fixed butchering animals from ground not producing blood on your character.修复地面屠宰动物时角色身上未生成血迹的问题

 - Fixed coughing making animal stressed and running.修复咳嗽导致动物受惊逃跑的问题

 - Fixed an error with the logic of the craft recipe research system when evaluating whether a recipe should be unable to be researched.修复制作配方研究系统在评估配方不可研究时的逻辑错误问题

 - Fixed an error that can occur when repairing saws.修复修理锯子时可能触发的错误问题

 - Fixed an error with the FillPipe craftRecipe where it was producing an extra pipe.修复「FillPipe」配方错误生成额外管道的问题

 - Fixed animals not drinking from placed bowls/buckets/etc due to IsoWorldInventoryObject changes修复因IsoWorldInventoryObject变更导致动物无法饮用放置容器(碗/桶等)的问题

 - Fixed Add IsoWorldInventoryObject(placed objects) in FluidContainer meta so bowls/dishes/etc will collect rainwater when left outside.修复在FluidContainer元数据中添加IsoWorldInventoryObject(放置物品)的问题,现放置于户外的碗/碟等容器可收集雨水

 - Fixed Discovered Recipes and Media window having icons too big,修复「已发现配方与媒体」窗口图标过大的问题

 - Fixed search window not using good\bad highlight colours修复「搜索窗口」未应用良好/不良高亮颜色的问题

 - Fixed key researching.修复「关键研究」的问题

 - Fixed Horde Manager's IsAnimationRecording flag not working for newly spawned zeds. Was getting ignored because AnimationPlayer was not yet initialized.修复「Horde Manager」的IsAnimationRecording标志对新生成zed无效的问题,原因为动画播放器尚未初始化

 - Fixed missing fluid filled visual states for IsoWorldInventoryObjects修复「Iso世界库存对象」缺失液体填充视觉状态的问题

 - Fixed missing canAddFluid check to FluidContainerUpdateSystem rain mixing to prevent illegal mixing of fluids修复「流体容器更新系统」中雨水混合缺失canAddFluid检查的问题,以防止非法流体混合

 - Fix names of fluid containers in context menu (more verbose names)修复「上下文菜单」中流体容器名称不详细的问题,现名称已更改为更详细的版本

 - Fixed inconsistent FluidContainer contextual options修复「流体容器」上下文选项不一致的问题

 - Fixed Clay Mug clipping with floor修复「粘土马克杯」与地板剪裁的问题

 - Fixed the heresy of not being able to pet raccoons.修复「无法抚摸浣熊」这一不可饶恕的问题

 - Fixed Spiffo Mug not filling with rain.修复「Spiffo马克杯」无法被雨水填充的问题

 - Fixed Tile Floor missing from build menu.修复「建筑菜单」中缺失「瓷砖地板」选项的问题

 - Fixed "GetWaterFromDispenser" sound when drinking from a water dispenser.修复从饮水机喝水时“GetWaterFromDispenser”音效的问题

 - Fixed chop-tree controller prompt from saying "Carpentry", now "Chop down tree".修复「砍树控制器」提示显示「木工」的问题,现改为「砍倒树木」

 - Fixed the chop-tree timed action failing due to IsoGameCharacter.isHandModelOverriddenByCurrentCharacterAction().修复「砍树定时动作」失败的问题,原因为IsoGameCharacter.isHandModelOverriddenByCurrentCharacterAction()

 - Fixed "Press Tab to change mode." showing in the furniture-moving tooltip when using a controller.修复「家具移动工具提示」在使用控制器时显示“按Tab键切换模式”的问题

 - Fixed the new larger game-speed icons in the controller Back-button radial menu not being used.修复「控制器返回按钮径向菜单」中未使用新增大尺寸游戏速度图标的问题

 - Fixed "UNKNOWN GLFW KEY CODE: -1" being printed to console.  This may appear for sound-volume keyboard dials.修复控制台输出「UNKNOWN GLFW KEY CODE: -1」错误的问题,该问题可能出现在音量键盘旋钮场景中

 - Fixed Crawler Zombies are missing some conditions to be set during the game.修复「爬行者僵尸」在游戏过程中缺少某些条件设置的问题

 - Fixed pain being capped at 1 when it should be 100, pain is back!修复「疼痛值」上限错误设置为1的问题,正确上限应为100,现疼痛值已恢复

 - Fixed Poppy and Mint seed packets using wrong icons.修复「罂-粟与薄荷种子包」使用错误图标的问题

 - Fixed Depth of Furrows. Depth textures added for the flat farming and gardening tiles, the ones without plants sticking out.修复「犁沟深度」的问题,为无植物突出的平坦农业/园艺地块添加深度纹理

 - Fixed missing depth textures to two location_restaurant_diner_01 tiles.修复「location_estaurant_diner_01的两个地块」缺失深度纹理的问题

 - Fixed Crude and log fences having blockAllTheSquare"修复「粗糙与原木围栏」错误设置blockAllTheSquare属性的问题

 - Fixed some plants have missing Best Month/Poor month/Min water" info修复「部分植物」缺失最佳月份/不良月份/最小需水量信息的问题

 - Fixed Poisonous berries and mushrooms missing the poisonous tag in foraging sometimes"修复「有毒浆果与蘑菇」在觅食时偶尔缺少「有毒」标签的问题

 - Fixed issue with character getting stuck in place修复「角色」卡在原地的问题

 - Fixed a problem when adding dead animals via hands in a trailer.修复「在拖车中手动添加死亡动物」时的问题

 - Fixed deer not having a trailer size (only debug).修复「鹿」缺少拖车尺寸的问题(仅调试模式)

 - Fixed put corpse in grave tooltip.修复「将尸体放入坟墓工具提示」的问题

 - Fixed unpaintable trailer home walls修复「拖车房屋墙壁」不可涂漆的问题

 - Fixed buildings that are one square wide or tall always being blacked out when collapsed.修复「单格宽/高的建筑」倒塌时异常变黑的问题

 - Fixed some instances of Zeds sometimes get stuck in bite animation when shot from a distance修复部分情况下从远处射击Zeds时,其撕咬动画有时会卡住的问题

 - Fixed missing animal name in the title of the genome UI.修复基因组界面标题中动物名称缺失的问题,其位于基因组UI的标题处

 - Fixed small and large crucibles' models being the same size. Crucibles' models will now display fluids inside them when filled.修复小型与大型坩埚模型尺寸相同的问题,填满时模型将显示内部液体,其位于坩埚模型中

 - Fixed some stuff with troughs.修复食槽相关的若干问题

 - Fixed some missing crafting for raccoon leather.修复了浣熊皮革相关制作配方缺失的问题

 - Fixed being unable to right-click on squares adjacent to water.修复无法右键点击水域相邻方块的问题

 - Fixed wrong shortsword blade recipe in some weapon schematics.修复部分武器示意图中错误的短剑刃配方

 - Fixed IsoCurtain.ToggleDoor() not changing IsoCurtain.open.修复IsoCurtain.ToggleDoor()未改变IsoCurtain.open状态的问题

 - Fixed ISEquippedItem tooltips appearing when the in-game map is displayed (or any other window covers the icons). Sort items below the "Possible Items" header in the Crafting ui by name.修复当游戏内地图显示(或其他窗口覆盖图标时)仍显示ISEquippedItem工具提示的问题;在制作界面中将「可能物品」标题下的物品按名称排序

 - Fixed sometimes displaying possible items in the Crafting ui when the "Possible Items" header is collapsed.修复当「可能物品」标题折叠时制作界面有时仍显示可能物品的问题

 - Fixed Show Info UI 'blinking' glitch when selecting option from world context menu from afar.修复从远处选择世界上下文菜单选项时信息显示界面出现闪烁故障的问题

 - Fixed stutters when right clicking hundreds of objects on ground - still happens but much improved修复右键点击地面大量物体时的卡顿问题;该问题仍存在但已大幅改善

 - Fixed severe freezing when right clicking inventory with 100s of nails in inventory or near world.修复当库存或附近存在数百个钉子时右键点击库存导致的严重冻结问题 

FORAGING



Add new zones for improved player experience] + [General foraging fixes] + [New forage definitions]新增区域以提升玩家体验;修复采集系统一般性问题;新增采集物品定义

  -added luautils.lerp(), luautils.roughlyEqual()添加luautils.lerp()与luautils.roughlyEqual()函数

      -added lerp support for all ISZoneDisplay transitions, should no longer flicker during zone transitions.添加对所有ISZoneDisplay过渡的lerp支持,区域切换期间应不再闪烁

      -removed some unnecessary handling of fade stepping and some minor stranded/unused code in search mode移除搜索模式中不必要的淡出步骤处理及少量遗留/未使用代码

   -fixed missing Road Zone images in ISZoneDisplay.修复ISZoneDisplay中道路区域图像缺失的问题

   -fixed clouds and stars not showing in ISZoneDisplay.修复ISZoneDisplay中云与星星未显示的问题

   -adjusted alpha step for fog in ISZoneDisplay, it now has a very subtle rolling effect.调整ISZoneDisplay中雾效的透明度步进值,使其现在呈现非常微弱的滚动效果

   -fixed the first time foraging tutorial page showing the incorrect page.修复首次采集教程页面显示错误的问题

   -added support for new forage zones and handling of overlapping zones in ISZoneDisplay and statistics debug.新增对ISZoneDisplay与统计调试中新采集区域及重叠区域处理的支持

   -added support for mixed forage zone handling, loot tables can be generated for mixed zones by specifying the zones they contain.新增对混合采集区域处理的支持,可通过指定其所含区域为混合区域生成战利品表

     -this also supports handling of doubled up zones such as farm/farmland and Nav/ForagingNav which have identical tables新增对重复区域(如farm/farmland及Nav/ForagingNav等具有相同战利品表的区域)处理的支持

   -adjusted BiomeMapConfig to generate new forage zones调整BiomeMapConfig以生成新采集区域

   -added forage zone definitions for all biomes in BiomeMapConfig.lua在BiomeMapConfig.lua中为所有生物群系添加采集区域定义

   -added support for new biomes in ISZoneDisplay zone images (they just use Forest/DeepForest for now)新增对ISZoneDisplay区域图像中新生物群系的支持(当前暂使用森林/深林区域图像)

   -added support for chance ratios for mixed zones, and category tables now adjust accordingly新增对混合区域概率比例的支持;类别表现已相应调整

   -removed ammo spawns from vegitation loot table to avoid issues with mixed zones移除植被战利品表中的弹药生成项,以避免混合区域导致的问题

   -added a lot of debug logging to forage tables and info about tables/chance injection在采集表格及相关概率注入信息中添加大量调试日志记录

   -fixed multiples of categories displayed in ISZoneDisplay.修复ISZoneDisplay中类别重复显示的问题

   -added very high chances for mushrooms and firewood to be found in Organic/Birch to differentiate them from regular forests a tad.提高在Organic/Birch区域发现蘑菇与柴火的高概率,使其与普通森林略有区分

   -added chance to find stones where it seemed appropriate in new zones based on the existing entries.新增在新区域中基于现有条目适当位置找到石头的概率

   -added the final pieces for mixed categories, zones, chanceRatio etc. and inserting items into the forage loot tables.新增对混合类别、区域及概率比例等的最终支持部分,完成将物品插入采集战利品表的流程

     -during init step, these chances are added to both category and item definitions.在初始化阶段将概率添加至类别与物品定义中

     -the existing table generation can now handle the mixes without needing any changes, as these are done in advance.现有战利品表生成现已支持处理混合区域,无需额外调整,因相关配置已预先完成

   -categories are now defined before zones during forageSystem init step as this was needed to add chances during init step.调整forageSystem初始化阶段中类别与区域的顺序,将类别定义置于区域之前以便在初始化时添加概率

   -added new step populateMixedZoneCategories() to forageSystem init.在「forageSystem」初始化流程中添加新步骤「populateMixedZoneCategories()」

   -added forage chances for all categories with a variety of spawns across the new biomes.为所有采集类别添加对应新生物群系的生成概率

   -added forageSystem.statisticsDebug version 2.0 for setting spawn chances for biomes more easily.添加调试工具「forageSystem.statisticsDebug 2.0」,提供更便捷的生物群系生成概率配置界面

     -this generates and saves a full copy of the loot table with all chances calculated in statisticsDebug.log.生成完整战利品表副本,将所有生物群系的生成概率计算结果持久化存储至 statisticsDebug.log 文件

     -it is broken down into zone/month/weather/timeofday, then by category, then finally by item.存储结构按 区域→月份→天气→时段 逐级分解,次级按 采集分类 划分,最终层级展示具体 物品生成概率

     -added exact chance calculation for each item in forageSystem.statisticsDebug().在「forageSystem.statisticsDebug()」中为每个采集物添加精确概率计算

     -adjusted stats file text to be much easier to split into spreadsheet columns.在「stats文件文本」中调整格式结构使其适配电子表格列分割

   -added CraftingMaterials category for foraging, added existing bottleneck items to this category.在「采集系统」中新增「CraftingMaterials」分类,并将现存瓶颈物品迁移至该分类

     -these are still in the junk items table as well, as items can have multiple categories.在「物品分类表」中保留瓶颈物品的junk分类归属,并新增多分类叠加支持

     -crafting mats category is hidden to not be focusable and uncommon to find, determined searchers should find any of these in urban areas eventually.在「物品生成配置」中设定「CraftingMaterials」分类为隐藏/低优先级生成项,仅限城市区域低频产出,需多次探索触发

     -less likely outside of towns but still possible.在「区域生成概率配置」中降低「CraftingMaterials」分类在非城市区域的基准概率权重,但保留非零触发条件

   -added multiple category definitions to Junk and Trash tables to diversify their loot a little more.在「Junk/Trash物品表」中新增多层级分类结构,以提升战利品生成的多样性

   -increased chances of finding Trash items in several biomes.在「生物群落生成配置」中提升部分区域「Trash物品」的基础出现概率权重

   -removed some debug info (item count per zone) as it's no longer functional with stacked zones.在「区域调试面板」中移除按区域统计物品数量的显示模块,因区域堆叠架构导致数据失效

     -left some comments related to re-implementing this if it is needed in future for spawn density debugging.在「调试模块」中保留生成密度统计逻辑的重新实现注释锚点,为后期调试埋入条件标记

   -added sprite affinities for boulders and stone-like deposits, to add a small chance of finding a Rock category item nearby.在「地形特征关联配置」中为巨石/石矿类地物附加精灵关联参数,实现其周边区域存在概率性生成「岩石类物品」的衍生机制

   -added slightly higher chance to forage Clay during and after rain.在「环境状态检测模块」中为雨天/雨后时段增加黏土采集概率的天气加成系数

-added very slightly higher chance to find Flint for a while after it has rained.在「环境状态检测模块」中为雨后的时间段增加燧石生成概率的临时天气增益效果,并设定小幅度提升系数

   -added tiny chance to find trash in OrganicForest.在「生物群落生成配置」中为「OrganicForest」区域附加Trash物品的低概率生成参数

   -removed Farm chances from all categories and items, as these are now handled by containsBiomes support for parent zone FarmLand.在「区域关联配置」中移除所有物品分类的Farm独立概率参数,因「FarmLand」父区域已通过生物群落继承机制(containsBiomes)统一控制子区域生成逻辑

   -more loot table adjustments to tweaking for CraftingMaterials and fixed some missing categories in zones.在「战利品表配置」中对「CraftingMaterials」分类的生成参数进行数值微调,并在「区域生成配置模块」中补全部分区域缺失的分类关联数据

   -commented out items which don't exist in the forage tables, mostly old water container items.在「采集物品表」中注释废弃条目,主要针对旧版水容器物品的无效数据引用,以维护采集系统的数据整洁性

   -combined stacked identical zones to hide them from players, these are no longer visible anywhere in search mode.在「区域生成管理」中合并重复堆叠区域实例,并通过可见性参数隐藏,避免玩家在搜索模式中接触到冗余区域数据

     -F2 picker can still reveal stacked identical zones in debug mode.在「调试工具链」中保留F2区域选择器对堆叠重复区域的显示支持,确保调试模式下仍可完整检视区域堆叠状态数据

   -split, documented and commented out forageSystem.statisticsDebug and forageSystem.createDebugLog(_doItemStats) for debug statistics generation.在「调试统计模块」中拆分/文档化统计函数,并注释废弃方法,以重构调试数据生成流程架构

   -tidied and commented and documented some further forage log info that isn't needed except for very specific area testing.在「采集日志模块」中清理冗余日志条目并添加注释及文档说明,将其标记为仅限特定区域测试时启用的辅助性日志输出

   -added translation placeholders for the new biomes. These are just based on the names or where it would be near identical e.g. PRForest=Primary Forest and PHForest=Acidic Forest.在「本地化配置模块」中为新增生物群落添加翻译占位符,基于名称近似性建立键值映射(如PRForest→Primary Forest,PHForest→Acidic Forest)

   -added forage defs for some more misc items, minor tables tidying of commented entries在「采集物品配置表」中新增更多杂项物品的采集定义,并对注释条目执行轻度表格结构优化

   -moved forage definitions table clearing to a dedicated function in forageSystem.init() to occur before any events trigger.在「采集系统初始化流程」中抽离采集定义表清空操作为独立函数,并确保其在事件监听器绑定前执行,以规避初始化阶段的数据残留风险

     -previously this was clearing the tables whenever populate<x>Defs() was called, which meant definitions were not able to be populated via the helpers: add<x>Def functions on event triggers.在「定义表填充机制」中暴露旧逻辑缺陷——多次调用populate<x>Defs()时触发重复清空,导致事件辅助函数(add<x>Def)无法有效注入新增条目

     -should now be possible to add and extend the definition tables using the preAdd<x>Defs events as originally intended.在「定义表事件系统」中修复初始化逻辑冲突,确保preAdd<x>Defs事件可按设计扩展表数据

     -this should also be helpful for modders to keep the correct order of operations when adding definitions via Events for the future mixed biome support.在「模组支持架构」中固化事件驱动的定义表扩展顺序,确保第三方扩展通过Events添加条目时与「混合生物群落支持」的加载时序兼容

     -tidied up some comments related to the clearing of tables.在「表格初始化模块」中重构并精简与定义表清空操作相关的注释说明,提高代码可读性与维护性

   -more forageSystem tidy up around helper function comments.在「采集系统辅助函数集」中执行二次注释整理与文档补充,优化辅助函数的可读性及维护性基准线

   -removed some unused and localised variables in forageSystem.在「forageSystem变量声明区」中移除冗余未使用变量及局部作用域变量,优化内存分配与代码可维护性基准线

   -added a basic "FAQ" for forageSystem modder reference on how to add items and best practices.在「模组开发文档」中新增基础FAQ章节,为第三方开发者提供「采集系统」物品添加流程指引与标准化实践建议

   -added an example for category definitions.在「模组开发文档」中新增分类定义配置示例,展示标准化的分类数据结构及字段填写规范

   -restored forageSystem.doItemDefCheck() for listing all non-forageable items. It's only available from the debug console.在「forageSystem.doItemDefCheck()」中恢复列出所有不可采集物品的功能,该功能仅可通过调试控制台调用

     -added save-to-file support for forageSystem.doItemDefCheck() to ease checking over all non-forage items.在「forageSystem.doItemDefCheck()」中添加保存至文件的支持,以便更轻松地检查所有不可采集物品

   -added many new items to foraging tables. This time focusing on missing wild plants, herbs, insects and most seed-bearing plants.在「forageSystem」的采集数据表中新增野生植物/草药/昆虫/结种植物类目物品

   -reorganised some forage table items into appropriate categories.在「forageSystem」的采集数据表结构中按合理分类重新归组部分物品

   -reduced the amount of seeds given by wild crops and seed bearing plants by 50% on average.在「forageSystem」的种子生成逻辑中,将野生作物/结种植物的种子产出量基准值整体下调50%

   -added a scaling value for category chances in ISZoneDisplay to help colour coding cover a wider range.在「ISZoneDisplay」的类别概率计算中增加比例缩放参数,用于扩展色阶编码的数值覆盖范围

   -tidied up some values which could be re-used in ISZoneDisplay.在「ISZoneDisplay」的代码结构中整理出若干可复用数值变量,优化参数调用方式

   -added Bones foraging category for crafting materials, it's fairly common outside of towns.在「forageSystem」的生成类别配置中新增骨骼采集分类,作为城镇外区域常见的可采集制作原料类别

   -increased chance to forage the CraftingMaterials category slightly.在「forageSystem」的采集概率计算中,略微提升CraftingMaterials类别的生成基础概率值

   -added Artifacts category for foraging. This one is rare and only found outside of towns.在「forageSystem」的生成类别配置中新增Artifacts采集分类,作为城镇外区域限定的稀有可发现物品类别

     -added more artifacts to forage loot.在「forageSystem」的Artifacts类别物品数据表中新增更多文物类可采集物品条目

   -split Categories/Junk.lua into six new category files to be easier to maintain.在「Categories/Junk.lua」的杂物类别数据结构中,将原单一文件拆分为六个独立分类文件,优化模块化维护结构

     -Artifacts, Bones, CraftingMaterials, JunkFood, JunkWeapons, Trash now have their own files.在「Categories」模块目录中,将原Junk类物品拆分为Artifacts/Bones/CraftingMaterials/JunkFood/JunkWeapons/Trash六个独立数据文件,完成分类系统的模块化结构调整

   -tidied up a few more "Farm" zone forage chances where "FarmLand" is defined.在「FarmLand」的特定区域定义配置中,清理并统一多处农地区域的采集概率参数设定逻辑



 TECHNICAL



- Limited the maximum size of console.txt, coop-console.txt and server-console.txt.

   Console.txt and coop-console.txt default to a maximum of 5 megabytes.

   Server-console.txt defaults to a maximum of 20 megabytes.

   This limit can be changed in two ways:

   1) With the JVM parameter "zomboid.consoleDotTxtSizeKB".

      For example, -Dzomboid.ConsoleDotTxtSizeKB=1024 sets the maximum file size to 1024 kilobytes or 1 megabyte.

   2) With the command-line argument "-console_dot_txt_size_kb".

      For example, -console_dot_txt_size_kb=1024 sets the maximum file size to 1024 kilobytes or 1 megabyte.

   This size is limited between 512 (half a megabyte) and 1024 x 100 (100 megabytes).

   When the size limit is reached, the log file is cleared and writing starts at the beginning.

 - BallisticsController::getCameraTarget() now uses the same BulletZtoPZWorldScale as a forthcoming feature

 - Remove legacy .pcx "support" from codebase

 - Add more usage of BoxedStaticValues where it makes sense

 - Replaced PZBallistics::updatedBallisticsRotation with updateBallisticsAimDirection for improved clarity and consistency.

 - BallisticsController::calculateMuzzlePosition now returns an unnormalized ballistics direction vector to better align with subsequent calculations.

 - Corrected the conversion of the ballistics direction vector passed to PZBullet; the up vector is now properly scaled before normalization.

 - CombatManager::calculateBallistics() now utilizes BallisticsController::calculateMuzzlePosition() for more accurate ballistics direction calculations, replacing the previous renderedAngle approach.

 - Enabled camera targeting for weapons with isRangeFalloff enabled (e.g., Shotguns).

 - Updated PZBullet Win32/64 natives

 - Remove unused deprecated DDS texture loading

 - Remove com.sixlegs.png library, used in a single place and could be replaced with a single line

 - Delete unused de.jarnbjo.vorbis code

 - Updated license/README.txt to rename a library and remove an unused license

 - Remove javax.vecmath source and dependency

 - Change profiling from .invoke(...) style that boxes primitives to using try-with-resources instead.

 - Remove unused pcj library code and license

 - simplify BloodClothingType and BloodBodyPartType

 - normalize whitespace in BloodClothingPartType/BloodBodyPartType

 - Move all testcode to src/test/

 - remove svn:ignore'd file

 - Added Durability componentType

 - Added Durability to BottleBeer, BeerImported, CanBeer, BeerEmpty, BeerCanEmpty

 - CombatManager::shootPlacedItems() to replace string name checks with durability component checks

 - Only keep single stdlib.lua/lbc and load it from workdir/

 - Remove some Thigglewhat from the code

 - Remove more unused/needed custom container/vector/matrix classes

 - delete unused custom collection classes. If we need it again, it is called: high-scale-lib

 - Change 'unittests' into real tests

 - Added IsoGameCharacter::isHandModelOverriddenByCurrentCharacterAction()

 - Updated IsoGameCharacter::isWeaponReady with additional hand model override check, which prevents primaryHandModel.m_modelScript null reference

 - Added IsoGameCharacter::isRangedWeaponReady() returns true for melee weapons

 - Refactored Moodle, Moodles, MoodleType, MoodleUI, MoodleTextureSet

 - Updated Moodles_EN entries, moodle entry string identifiers now must match exactly MoodleType string names

 - ILuaGameCharacter replaced CanAttack with isEnduranceSufficientForAction

 - ISChopTreeAction::isValid() now checks isEnduranceSufficientForAction() rather than CanAttack()

 - Implemented PhysicsHitReaction ImGui editing panel for real-time adjustments.

 - Added BodyParts translator entries to provide localization support.

 - Added PhysicsHitReactionScript to handle physics-based hit reactions data.

 - Refactored IsoWindow and its dependent classes. Simplified logic, defined access control, replaced hardcoded numbers with named constants, removed redundant casts.

 - Fixed bug in IsoWindow::damage() where the sandbox option for TriggerHouseAlarm would never get evaluated in its call to IsoWindow::smashWindow().

 - Refactored IsoBarricade and IsoWindow and its dependent classes.  Simplified logic and improved readability, defined proper access control, replaced hardcoded values with named constants, removed redundant casts.

 - Added methods to force and reset various IsoBarricade and IsoWindow states.

 - Introduced DebugOptions to set the barricade state for all IsoWindow and IsoBarricades instances in the current cell.

 - Implemented HandWeapon::canAttackPierceTransparentWall, allowing firearms, WeaponType.spear, and WeaponType.knife to attack through transparent walls ie fences.

 - Fixed a missing toggle in IsoCurtain::ToggleDoor().

 - Reworked CombatManager::attackCollisionCheck() to resolve logic discrepancies between IsoWindow and IsoBarricade usage. 

42.4.1 HOTFIX:

Fix mac unable to load stdlib.lbc.修复Mac系统无法加载stdlib.lbc库文件的问题 



一、新增功能与内容

 

动物与生态系统扩展

 

新增浣熊:目前围栏攀爬行为(fence-climbing)存在路径判定或动画异常的AI问题,后续可能修复。

动物饮水行为:动物会优先寻找河流或湖泊饮水,并在区域界面显示水源信息,鹿、浣熊等会优先去河流或湖泊喝水,玩家可以在区域界面看到水源信息,方便狩猎时蹲守。

尸体腐烂系统:动物尸体新增腐烂阶段(新鲜→腐烂→血淋淋的骨架→骨架→消失),腐肉随时间降低营养价值,甚至可能变质。



狩猎与追踪系统

动物会留下足迹、粪便、折断的树枝等痕迹,玩家可追踪这些线索找到猎物。

鹿群有固定迁徙路线,每天中午和凌晨会休息、进食,玩家需根据时间制定狩猎计划。



动物养殖与资源利用

可圈养牛、羊等家畜,需喂食、避雨,还能剃羊毛、挤牛奶。屠宰后可加工皮革(剥皮→鞣制→制作工具)。



制作与建造系统

 

新工具与配方:

燧石锯(Flint Saw):用石头和树枝制作,可作为简易锯使用,能代替普通锯子砍树、加工木材,支持部分粗加工配方。

树枝扫帚(Twig Broom):功能与普通扫帚一致,可用于清洁和制作矛。

骨制/木制编织针、金属高脚杯、金银餐具等新物品。

金属加工扩展:新增铜、金、银的冶炼与加工配方,玩家可通过熔炼珠宝获取贵金属资源。

石匠系统:新增“石匠”特质,解锁高级石工配方(如石槌、大型斧头),并调整相关技能经验值。



控制器支持优化

 

全功能适配:制作、建造、流体管理、动物区域划分等界面均支持控制器操作。

快捷操作:

长按手柄右肩键(right shoulder button) + 方向键(D-pad) 切换窗口面板,为滑动条面板(ISSliderPanel)添加手柄右摇杆操控支持。

动物交互径向菜单(animal radial menu)新增手柄方向键唤出逻辑,按手柄方向上键(D-pad up)直接触发径向菜单,包含抚摸(pet)、拾取(pick up)等高频动物交互选项。

方向键右键(D-pad right)绑定区域管理径向菜单(radial menu)。

动物活动区域划定系统(Animal designated zones)支持手柄方向键框选。



界面与交互改进

鸡舍(Chicken coop)管理界面升级为标签页窗口(tabbed window),分离产蛋巢(egg-laying nests)与栖息处(roosts)功能模块至独立标签页

扩展放置界面(Extended Placement UI):右键点击地面物品可精确调整位置。

可缩放侧边栏图标:优化不同分辨率下的显示效果。

阅读标记:书籍和传单增加“已读”勾选标识。

 

二、系统优化与平衡性调整

 

战斗与武器平衡

 

武器属性调整:

焊接武器(如自制刀)耐久和伤害大幅削弱,强调“粗制”特性。

短棍类武器(Short Bat)基础伤害微调,避免过度强势。

石制武器(如石斧、石槌)技能需求提升,限制早期强势。

新机制:武器维修次数影响拆解后的部件状态,防止“材料加工”漏洞。

资源管理与生存机制

 

燃料优化:木柴燃烧时间延长,砍伐原木可产出木柴与碎片。

液体交互:雨水自动填充远离玩家的储水容器,稀释机制扩展至所有流体类型,不用手动接水。

食物与营养:角色需要均衡摄入碳水化合物、蛋白质和脂肪,游戏内新增营养追踪功能。酒精饮料营养价值调整(降低),喝酒解压需谨慎(提升不快乐与醉酒效果,当任一状态达到最高等级时,动作耗时延长两倍,快速降低精力),鱼类处理提供屠宰经验而非烹饪经验。



技能与经验调整

 

技能增益:

新增特质“发明家(Inventive)”降低配方学习等级需求,“工匠(Artisan)”提升陶艺与玻璃制造技能。

高技能等级可减少配方执行时间(每高于需求1级减少5%时间)。

经验平衡:建筑拆除经验收益削弱,建造经验大幅提升,避免“拆家刷经验”策略。

 

农作物分季节种植:比如冬天只能种耐寒作物,反季节种会枯萎。

虫害防治:蛞蝓、蜗牛会破坏庄稼,可用啤酒陷阱或种迷迭香驱虫。



三、修复与技术改进

 

关键修复

 

建筑生成逻辑:调整“被洗劫建筑”的生成规则,减少小房间内不合理事件(警察局小房间不会再刷出大量武装僵尸)。

尸体生成:优化尸体生成代码,避免与地形冲突(尸体不会卡在地形里),并增加建筑外围尸体分布,更符合场景设定。

流体交互修复:修复桶装液体操作时的动作冲突,禁止从熔炉中直接取桶

性能与稳定性

 

代码优化:合并冗余的拆卸配方逻辑,减少Lua脚本错误。

音效调整:新增动物叫声、发电机噪音等环境音效,旧发电机音量与传播范围略微降低,暂停时也能播放背景音乐。

 

四、其他亮点

 

沙盒模式调整:

被洗劫建筑数量上限减半,生成时间延长至90天。

动物尸体腐烂时间与沙盒设置联动,默认50小时进入腐烂阶段。

新增故事元素:被洗劫建筑可能生成稀有僵尸(如强盗、生存主义者),其装备提供高级战利品。

 



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