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
How to repair the glass,need what materias?
b) if I implemented a real kiln's lua scripts for you and hung them up on gist.github, would you want them for use with a custom kiln model?
Everything else is perfect.
I was able to smelt about 40 glass panes, put them away for inventory space and even after reloading and trying different things, I couldn't make any more preparations for the smelting :/
That's why im asking about the vehicle glass recipes
you also didn't include the next sentance, that claims these two mods are incompatible
"Glass items and methods to create them are sourced from Orc's mod Improvised Glass. Which is incompatible with this mod, because the windows are already added to the building menu."
from description of building menu
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3067798182
The other mod doesn't say if its a hard incompatibility, or if there will just be duplicate windows.
Can you check it out and add compatibility if possible?
I would like to keep the vehicle glass recipes, but also use the building menu mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3115729994
Thanks to @ NinKirin's ( comment [i.imgur.com]) for pointing me in the right direction to what was going on.
https://cdn.discordapp.com/attachments/744772313173721174/1106707556275077224/image.png
I've checked with debug mode and noticed that there are two different types of broken glass, 4 variations that are called "Base.brokenglass_1_#", whereas the ones used for your recipe are called "Moveables.brokenglass_1_#". Not sure how you obtain one or another, but if it's possible it'd be nice to have an option that can convert all glass types defined as "Base.brokenglass_1_#" to "Moveables.brokenglass_1_#".
It's honestly on my todo list, but things in real life have been absolutely chaotic for the last 6-8 weeks and doens't look like it's going to slow down anytime soon