安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Currently, at Base Cost 20, tax 0.5, adding a positive trait set to cost 1 would cost (20+10=)30. But removing the trait refunds (-20+10=)-10 points. I might be able to figure out a setting that would get the ratio I'm looking for, but then I'm also going to need to figure out a different Base Cost that takes the tax into account to get the clean 1 = 20, and it won't work if the mod doesn't allow decimal values. And there's going to be rounding errors even if it does.
@ZzZombo Buildings can edit their refuellable properties.
@Joanne Do you mean the "radiusToBuildingForConnectionStrengthLoss" in the "TreeConnection" component. I haven't made it editable but that might be what you are looking for.
@Tinchek The syntax for searching based on label or mod name. If you wan't to see stuff from a mod you can type "#ModName" or if you want to filter both you can use "a#a" which searches for everything with "a" in their label from a mod with "a" in their name.
@SmellyFishNuggets Added properties to plants governing temperatures.
@Wolfette Added "Claimable" to "Buildings".
@NEXADUS911 If the categories in the mod settings are empty you probably have an error in your log that is raised either during startup or when opening a category for the first time. You can submit a hugslib log from after trying to edit something.