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









If you have a list of which plants have the issue and any mods you have that might change them, that would help.
The only way I guess that this happens is if you have another mod overwriting the plant ObjectBlueprint changes in this mod, I'm not entirely sure how to fix that but I can look into it.
Works 100% fine in 1.0 as of my testing
It works based on the Harvestable component which AFAIK isn't on any creatures by default.
Somebody could theoretically add this component to them, though.
This mod works on everything that has a Harvestable component with a RegenTime property and a RipeTimerChance property.
This mod also adds these properties to existing plants that have Harvestable components.
I wish I was able to script. With harmony, almost anything seems possible... Well,.. I say that as someone who can't articulate the code, but can kinda glean what the instructions are saying. Cool color coordination to the grow cycle and the code looks all clean and deceptively simple.
Good job.
For example, Watervines will grow more vine wafers. Starapple trees will grow more starapples. Witchwood trees will regrow their bark, etcetera.