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






It's also barely necessary. A combination of 'Trading Options' and 'Trader Gen' can replace basically all individual (orbital)trader mods, are maintained and in general recommended to be used in combination over mostly everything else.
Let old and broken things go - mod-necromancy might be well-intended, but on average it is more the cause for common issues people run into with their setups. So; be smart instead so you can PLAY the game instead of being forced to waste hours to troubleshoot issues!
in all the versions ive played it, it never caused a conflict for me (and i have several trade mods too)
are you sure its not a possible mod conflict?
what happens if you just try a fresh vanilla game + this mod, does it still prevent comms console?
I concur with FSF's reasoning that either you (or somebody you give the mod up to) should maintain it properly rather than host a patch themselves on steam.
I would direct link, but steam is removing them in comments as they did to FSF further down.
(you can check in your debug log in game (or dev mode) or the player.log file to see if anything in particular is spamming the log, but also when you get the lag, is there a particular recipe you are trying to make? maybe changing the bill can fix it (pointing to a particular, possibly modded recipe?)
i havent played much in 1.4 (other than quicker games/testing etc) but i never noticed this mod before causing any cooking issues (for example in v1.2 i have multiple chefs using multiple stoves making medieval weak stews and smoked meats)
is this possible/likely to happen, or have people been removed from trading somehow?
(i have almost 500 mods in my 1.2 playthrough and the mod seems to always work fine for me)
for mod testing, you can also try a test with reducing your modlist by 50%, and seeing if you still have any issues, and then within 8 tests, you can usually pinpoint which mod has problems.) :)
https://gist.github.com/e3e14685f25130f868ead9c8abca67e5