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报告翻译问题






How cool would it be if their was a backpack that made it when you reloaded with ammo that was in it it mixed all of the ammo equally?
1. at high enough reload speeds rocket launchers reload all of their ammo instantly for some reason (revolver reloading will just break at really high reload speeds, but this is fixed by having the speed loader accessory)
2. the mag potions only stack to 30, whereas vanilla potions stack to 9999
Seems that it's being flagged as being built for an earlier form of Tmodloader, and is throwing an issue with the AmmoCountUISystem. I sadly do not know more to help diagnose, but happy to provide more information if that would be useful.
Very interested in adding this mod to my server to play around with, so hope this helps.
You can always add in the description that multiplayer is experimental
Also, I cant fix any issues if I don't know what they are.
- Might be an ammo system bug, go into the config to disable it.
- Interruptable shotgun/boomstick/rocket reloads: You can just switch weapons. See point below.
- Reload Cheese: I'll fix that next update.
- Vortex Beater/Celebration MKII bug: There's nothing I can do about that at the moment, since the those spawn a projectile to do the shooting and animate the gun. *Without IL editing, which I have no idea how to do.
- Known ammo system bug, will fix next update. Disable it in the meantime.
- Grenade Launcher reload sounds/animations don't work
- Grenade Launchers and Rocket Launchers don't shoot out any projectiles (except Celebration)
-Suggestion: Interruptable shotgun/boomstick/rocket launcher reloads? If you have a lot of ammo in any of these weapons then you're locked into a very, very long reload.
- Addendum to the above: If you switch weapons while reloading, you can cheese this and instantly reload the switched weapon.
- SMG reload sounds/animations don't work
- Musket/Lever Action reload animations don't work
- Celebration Mk. 2/Vortex Beater doesn't use ammo correctly when auto-firing
- Reloading a partially empty boomstick-type weapon that was loaded with musket balls from an endless musket pouch will cause additional musket balls to spawn.
That would be correct. (You can also do this in-game through the mod config UI.)
Is it possible to make guns to not necessarily consume ammo from clip on RMB click? I have encountered that cool modded Midas Prime gun from Calamity which is able to toss coins into air (RMB) and then shoot them (LMB). An the thing is it spends bullets from clip when tossing coins which feels kinda wrong.
Also, do I understand it right that for now for mod to recognize different guns correctly and assign corresponding sounds to them I have to manually add every gun I want to specific whitelisted category (ModConfigs/ReloadableGunsRevitalized_ReloadableGunsRevitalizedConfigLists.json)?
I've already added revolver sounds.
I'm guessing that this is because this mod adds an invisible character model to hold the gun downward while loading/unloading, and Overhaul Gun Animations forces player character(s) to hold certain weapons out and point them to the cursor no matter what, and that somehow also includes the ghost model, too, thus triple the gun count with two of them pointing to the cursor, one at an odd offset, and one fixed at an angle.
Now that's out of the way, I feel like revolvers category should reload one round at a time, but slightly slower than shotgun and make different sound like short clicks for each round instead. I moved them to boomstick category and they do feel a lot better there, dumping entire cylinder out with each reload and all, just need different loading sound.