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
The mod is meant to be as vanilla-friendly as possible; extra inventories are out-of-scope considering vanilla already provides 4 (Void Vault, Piggy Bank, Safe, Defender's Forge).
Also I don't know what the 'auto trask' you are referring to is, no such thing exists in the mod either.
I am using this on a multiplayer world and having the other players to be able to set their discount to 100% while i play with 25 seems a bit unfair
(for those saying i should also set to 100%. 25% seems fair and thats what most use but people who don't follow the rules exist)
However, there is no wikithis support as there's currently not a wiki for the mod
My guess is that this has something to do with the Living Cyclone and its recipe using hardmode materials.
I used Souls of Flight because it seemed thematically fitting and I wasn't really concerned with not being able to start a Windy Day at will at any time in progression.
Natural Windy Days are relatively common, and the Living Cyclone is - based on my experience - generally the easiest weather-summoner to get by random drop.
Also, Windy Days' content and features are almost entirely novelty, except for Ladybugs (for luck). In Hardmode they become more useful since high wind speeds are required for Sandstorms.
Also, FYI the sound is also louder when the awareness effect triggers for the second time, at critical HP (When the text pop-up says 'Peril!' instead of 'Danger!')
A toggle to disable the text pop-ups for Potion and HP Awareness
A toggle to completely disable the Club Goblin Card
In other news, I forgot to post a comment earlier, but I added some syncing code to the team auto-join, so I think it should now work in multiplayer.
As for the other features, the mod was made with multiplayer in mind, but admittedly has not received any thorough testing. There may be some features that are controlled by client-side config that should be server-side config settings instead.