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I forgot to update the credit last time:
- Acalc79: Dev mode's hotkeys rebinding.
- Bones: Disable pause icons on buildings.
Thanks for reporting, I was busy with another big mod with modification to TimberUI so I waited until now to fix.
Or could you set up a switch so that when the function is not enabled, the tool description remains unchanged, and when it is enabled, a game restart is required to use the function?
Maybe it's related to 'Tool description location'?
Would it be possible to include an option to relocate workers to the nearest housing to their workplace? In many games, I have workers who live on the other side of the map and waste a lot of time commuting when there are houses built practically next to their workplace.
Credit: https://www.reddit.com/r/Timberborn/comments/1l3vwew/qol_idea_clicking_on_the_icon_of_a_resource_in/
I played last night, I saved the game. I turned off one mod before closing the game (without saving), everything was fine, went to bed. I woke up, started the game, all water sources are gone. I deleted the auto saves to go back to my good save because for some damn reason the game saves on load because stupidity I guess, I restored the mod I deleted, I loaded the good save which shown the mod was no longer missing but shown these three mods as updates, all my water sources still gone. I don't understand the problem.
Sorry I missed that one. Thanks for reporting!
Thanks to a Discord user for this suggestion.
One thing I struggle with is finding the same type of building, especially 1x1s like lumber flags and food gatherers. Is there a way to make these behave like power- if you click a type of building, all the same type have a colour hue added so you can see them easily? Same for tools, if I pick a building it would be great if the map showed me where existing ones were already placed. It would be even more amazing if their combined area of affect would also show up.
If you can/when you can... Thank you!
- Add a Swap location button to move it to the right. Saved with your game. Click again to move it back.
- Workplaces tab (F3): added Beavers and Bots filter for workplaces.
Yeah my description was rubbish, sorry. I mean when you press top right to get the panel that has the beavers/workplaces/power/storage etc. It just masks everything behind it that i want to see at the same time. Hope that's a bit clearer...
v7.1.1: Added Never hide unlocked counters, suggested by AlwaysMetal
- Added Auto-expand material counters.
- Added District Centers to the exception of "Remove Path Highlight" so you can see the Builder Range.
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As for your 2nd request, I am not so sure which one are you mentioning. The top-right panel are time/weather info and you can't close them?
Would it be possible to make the top bar menus for materials/ingredients/food auto hide and only pop down when hovered over? They get so long in later game and get right in the way. Open/closed/auto would be amazing options.
Also, the fact you can't see any useful data when using the details panel [top right] and have to keep closing it to see anything is annoying- can that window be movable, or somehow less clunky at all?
Thanks so much for this and all your mods- they really enhance this game.