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






Though people constantly do one and the same mistake when using this mod, so I think i should at least make a check if their setup does anything at all. The mistake is people trying to stick all types of clothes in the same pattern, while they're supposed to create one for each type.
>using multiple apparel outfits in the same patternt makes so ALL selected outfits should allow a piece of apparel
> using multiple layer rules in the same pattern makes so ALL layers should be a part of the same piece of apparel
don't be greedy and make rules for each layer ans outfit separately.
Can we get compatibility with "[MUS]太空基地家具Space Base Furniture"?
It has a Styling Station that works the same way as the vanilla one.
It would be easier for me to tell what's up if you provided a screenshot.
Which job type does dyeing fall under?
And also, when I have more than one outfit for a pattern rule, the people on the second outfit won't dye unless I give them their own pattern. Here is the example:
My core apparel policy (outfit: uniform) is dyed jumpsuit with dyed apron, the extra policy has a lab coat on top. But the pattern won't recognise the second policy (research), so I have to make an extra pattern to dye it properly. Is this intended behaviour?
Again thank you very much!
Had to manually verify files. This mod was active in rimpy, somehow on unstable branch so 1.6 it was white so 1.6, but acted like 1.4 or 1.5 so in fact, wasn't active. Same for few other mods.
Thanks
I find that my colonists tend to pump out new equipment much faster than they dye their existing clothes. So a lot of the time they just wander around undyed. It would be amazing if as soon as they had their clothes dyed that they went straight to the styling station to recolor.
- patterns without rules do nothing (except for pattern "do not dye");
You don't need to set an outfit or a layer for "do not dye" pattern;
- using multiple layer rules in the same pattern makes so ALL layers should be a part of the same piece of apparel;
You can't make a blanket pattern that covers all appareal. You should make a separate pattern for each piece with its own set of layers.
What I did:
Pattern Color: Custom
Layer: Outer Layer: Headgear
Pattern color: Do not dye
C. Outfit: Anything
Without "do not dye" pawns ignore the custom color and simply use their favorite or ideology color.
With "do not dye" they simply do not dye anything.
Is there a way to stop them from dying to either ideology or favorite color?
Today I learned something I've seen referred to in the past but had no idea. :P
Well, thanks for the awesome mods - saw the same response in common sense one after my post and then... spent 10 minutes staring at things trying desperately to find the right button to force update.