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









But in case you want to know more bugs: When returning with my dynamic area gravship to my homebase that is all vanilla areas, on landing (when areas are created/copied) my homebases vanilla areas turn into copies of my gravships dynamic areas (so dynamic areas overwrite vanilla areas). This renders the pawns assigned to the overwritten areas unable to move, interact, eat, do anything. This can be fixed by deleting the copy and rebuilding the area.
Btw, this is not true for home/anything area. Only for the self made ones
@DerGeissler
I haven't forgotten about you, this was just much easier. ^^
And the second one: Upon entering and leaving biosculpter pods pawns forget their area designation and are reset to unrestricted.
Both are minor issues that can be played around and avoided, but I just wanted to let you know. Thank you again for this awesome mod allowing me to micromanage even more! :-)
- Fixed issue where the new features did not follow gravship.