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










I have had no complaints about load times or memory usage since this mod launched apart from that last guy and I suspect that he was having other problems.
From my own understanding, yes, but also not really in any way super convenient. The game doesn't know when a mod's been updated, so you'd have to recache it basically every single time. Also, even if you cache it, it doesn't really solve the issue.
Sure, it reduces the number of file opening/closing, but in any scenario where it's worth potentially curbing loading times, now it has to read a really large file, which reduces the gain that would've been gotten by reducing the number of files that have to happen.
I genuinely don't know what you mean by randomness and I've had exactly zero reports of this consuming excessive RAM (which I know that it doesn't, it appends a couple of letters to the end of a description).
If scanning patches is taking too long (although I doubt it very much, it takes only a second with a huge mod pack) there is a setting to disable it.