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









using this mod in a couple of ways, allowed me to see the tile id of the problematic blueprint, and a tile, and i was then able to edit the save manually, to delete those 2 xml entries form the save, and everything works great now (at least for the most part with 875+ mods) :o)
1) i made a blueprint wall to go around a generator, which doesnt show, but for some reason whenever bring the camera near it, it gives red errors and dev mode cant destroy the tile nor can i build on it as something is already there is says
&
2) in my base if the camera is in a certain area, the hud vanishes, until i scroll away from that area :o)
The general view is that a mod may or may not be safe to add mid-save due to the modifications it makes, and almost never is a mod safe to remove mid-save. This mod challenged both ideas and, instead of throwing its hands up and saying "wellp this is how it is", it was designed to fix what the author viewed as preventable issues that nobody had bothered to tackle yet.
TL;DR "mid-save" means "you already started this save with X mod list, now you want to add or remove a mod before heading back in".
but this is a great mod I guess