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I switched from Windows to Linux.
The about 350 mods I used ran on Windows.
It took me a weekend to figure out which were blocking the start on Linux.
I found a few of them, mostly German mods.
Also this one causes TF2 to hang on startup at about 80%.
Probably an issue with file names.
The idea here was a kind of evolution of "things" over time, ignoring how simple the stock items are. i.e early days - lots of construction, mid - a little more advanced and final - higher tech (well, if you can call machines/amazon parcels higher tech) but along those lines anyway :D
Compatible with Industry Diversity by Magnetic Reaper
- Adds new resource chains and city demands
I had a question myself, how this mod influences town growth. With additional demand of different resources, does this mean if I meet these new demands the town could grow much faster as well? Thanks in advance for any clarification!
If i supply a city with all 6 instead of just 2 goods, (and lets assume i nail a 100% supply rating) does that also mean that ill get 3x as much extra population from supplying all 6 types of cargo?
In 1920 you will get 2 additional random types per city.
Progressive is fixed, you always start with food/construction in all cities.
In 1920 all cities will always get tools / fuel added.
Are you delivering the sand to an industry too?
I must admit, although I am playing with the same industry mod atm, I have been testing more than playing recently. I'm wondering if it produces 100 fuel and 100 sand, rather than 200 of whatever is in demand, if that makes sense.
Might be worth checking with Col0Korn (assuming it is Industry Expanded)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1950013035
So this means if i produce Slag and Steel i also have to care about the slag?
Immersive
Didn't realise this because you don't see how much the output (or outputstorage) is
The other mod, industry diversity, will work with with 3 of these mod variants, the only one it doesn't really work with is the progressive one because that has fixed city outputs by date.
description seems wrong.
Industry Diversity https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1940082959 needs Expanded Cargo Demands (4 per city)
I must admit, although I am playing with the same industry mod atm, I have been testing more than playing recently. I'm wondering if it produces 100 fuel and 100 sand, rather than 200 of whatever is in demand, if that makes sense.
Might be worth checking with Col0Korn (assuming it is Industry Expanded)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1950013035
The same (or similar) problem can be seen if you completely disconnected the line from industry to city, it will still accept raw materials and produce output, but they will be discarded by the factory because there is no ongoing demand.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1962840013 there you can see that not enough petrol is supplied, although the industry could theoretically produce enough. Thank you for your help.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1935745533
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1935720873
It relates to 50% over a base value.
What is the solution for this ?
Essentially, that will be making the game ignore the buildings era's and my 2, 4, 6 mod selects demands based on the era of the building being constructed. i.e Era A = 2 demands, Era B = 4 demands, Era C = 6 demands. Nothing I can do about that, at the moment, I'm afraid.