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
So you can still get pathfinding failures with this if you lay down alot of buildings and storage sheds. Refer to the troubleshooting above. Also, to avoid issues at the very start, don't lay them down on top of the main pathfinding roads (these are roads the characters and spawned squads gravitate towards/walk on) - you can see these if you click ctrl-shift-F11 and if I recall correctly, if you look at the road tab, these while be outlined as either yellow or faintly white. On the map itself, at times you will notice the characters running/walking over faintly coloured path compared to the rest of the ground if going a through several area (this is another way of identifying them).
Thanks for mentioning that. I will add a troubleshooting guide in that respect - I guess some recent update may have affected how this mod operates. In the future, once Kenshi is updated with a new engine I will remake the mod (or rather, make it from scratch as I lost it from a computer crash).
What I did to fix the problem was manually delete a few sheds at a time and reload.Later found out that you don't need to reload to fix the problem.
All you need to do is delete one shed at a time until you find the one causing the problem and just move it :)
The mod on its own cannot affect your gates (it copies the same vanilla buildings but allows it to store stuff). Building a significant number of buildings, including from this mod, can affect the gates, as the game suffers a bit from pathfinding issues, particularly if you compact buildings too much. Apply ctrl+shift+F11 and select regenerate mesh, should fix the issue.