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报告翻译问题






Also, any plans for some sort of laser weapon?
The patch that was originally included to prevent customization on crafting a modular weapon is now integrated into the base mod as a config option. The option to create and save presets was also added to the base mod, which makes the Chain Shotgun, Charge Lance, Heavy SMG, etc. from this mod kind of redundant.
Essentially, the main reason to use the mod now would just be for the modular versions of uncovered vanilla weapons: the Bow, Pila, Launchers, and Miniguns.
so weird
I managed to get the Tinkering Spot working, it's a little wonky because the Gun Customization window is set up in such a way that it throws errors if the building doesn't require power.
The main issue I had was trying to set up a config option to enable it. I got the config window working, but ran into issues trying to make a custom PatchOperation to enable/disable the building, and there is barely any documentation on how to make custom PatchOperations.
After struggling with it for a while, I just decided to split it off into a separate mod for users to enable/disable as they see fit. It's available now under the name "Modular Weapons Tinkering Spot."
Another thing, if the weapon customization isn't easily implementable on crafting spot or smithy, you could copy the gun custumization table and create a medival version.
Once again thank you for the amazing work!
Unfortunately, with regards to the pre-industrial customization issue, I couldn't find a way to restrict what guns are customizable at a table without it being very destructive and causing a multitude of other problems. I'll look into adding a config option that just allows customizing all modular weapons at a smithy or crafting spot.
Neither the Crafting Spot nor the Smithy allow me to modify bows.