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









8) It forces players to explore dangerous, repetitive, or uninteresting worlds and dungeons to acquire the materials necessary just to progress in the mod, rather than being able to trade time or money to work around the parts of the game/mod they don't like. Vanilla is guilty of this, too, but Frackin Universe takes it to a whole new level.
6) It forces the player to learn and use certain FU gameplay mechanics even if they don't want to, and locks much of even *vanilla* behind this system. Being able to make something that was once readily available in vanilla requires building almost every Frackin Universe crafting station; it reduces the player's freedom.
4) It adds an extra layer of complexity and/or Guide Dang It to crafting, by requiring the player to know in advance which research unlocks which crafting tree and where on the crafting tree a piece of equipment you need now is.
1) It slows down the early game, when the game already isn't fun, and prolongs the period it takes to get genuinely interesting equipment.
2) It accomplishes its goal of decluttering the crafting menu, but only in the early game. By the time you unlock most of the research, your menu is just as cluttered as it ever was.