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
Game Say unknow compatible
Not work
mods\workshop-1402122582\modinfo.lua
Even without knowing about modding I believe it should be rather easy to tweak, just set the "data" value to something smaller than 450.
for example, replace:
{description = "1.1x Larger", data = 480},
==>
{description = "My new size", data = 200},
Then select "My new size" in the game
Unfortunately due to how the game works the biomes look much weirder, IIRC I tried it in the past and decided to not include it by default. Let me know how it goes.
McGibblers I've already summarized a lot of info on that topic. Make sure to take a look at the link I posted. Main lines are: don't play if the client uses 2.7 GB or more when starting the world or it will eventually be unstable, and install Linux for 2x more memory and incredibly faster loading times (as long as you have a GPU).
I believe the 7gb is split between 3 separate processes. The overworld server, the cave server, and the user play environment.
Here's some proof
https://cdn.discordapp.com/attachments/240697141968896000/699441046639214592/unknown.png
Also this might be worth a read : link , especially the "play on Linux" part.
In the current state of mods for DST, it's not possible to do this with Megarandom or any mods that require Gem Core API.
I have successfully generated worlds at 4x giant settings with TE and CFtD content included by following the above restrictions. This includes also having caves (huge) enabled simultaneously.
For those interested, this costs 7gb of ram to host a 4x server so your PC will need 16gb to accomplish this.
I am also using the server assets mods to minimize the memory costs.
Try to ask vagnerderochasantos (developer from Tropical Experience), he might have done something similar in his mod.
I heard with the next update the map generation will change, maybe you'll be lucky ! :s
With your combination of mods you can forget about Giant maps completely, actually I'd already be surprised if you manage to make Megarandom + Tropical + Multi Worlds run properly.
Check Megarandom "Out of memory" discussion for more details.
In the new version, the way to use the mod has changed:
● There is no more patch and no "Giant" map size to select anymore.
● Now you need to enable the mod while creating the map and the size selected in the mod settings will be used. (Don't worry, it will overwrite the size selected on the server screen)
==================================================================