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报告翻译问题






Nature recovery can be done in theory, with a filter to not accidentally recover the Age of Wasteland I guess, but that isn't planned right now.
In our world, fixing massive pollution and toxic earth is a massive expensive undertaking. You need to replace the entire soil, stored it somewhere as toxic waste and put fresh clean soil there. This is a lot of effort.
Plants near old metal mines often do bloom (so a green forest can indeed restore itself) but those plants are full of heavy metals and toxic to the core. Eating them is really unhealthy.
Can nature realistically recover visually? Yes. Would the player be able to farm there or eat it? No. Which is why I just kept it as Wasteland.
For now the plan is not to change that.
- is pollution reversible ? Like, let's say, me or the AI built ocean dumps, and now me or the AI are having a 2 tiles radius wasteland forest (that i may or may not have just disovered by exploring a new continent) , is it possible for it to reverse back to normal land in any way ?
- If you have time for that, is it possible to change the AI so they think a bit about having ocean dumps everywhere (at least in advanced ages) ?
However, doing so while the fix is only on the Beta Branch would undoubtedly lead to some people "missing" this fact and then complaining about a broken mod playing on the live branch. Until this patch goes live, I will likely not retransition this mod away from the game loop system.
If you want to create submods with translations for the strings, go ahead. Since other language files are in other subfolders to detect the need to load them, there should be no "mod load priority" issue between them.
So can you. Your issue is based on your configuration, which may include some other mods, especially those spawning goods on other biomes.
I have the inkling feeling you use some other mod messing with the original hunter building which causes your issues.
It's not exactly hard to bugtest an Age 1 building which costs 6 IP with startbonuses of 10 IP to know it works perfectly.
There is zero bug here.
But this has always been how one has exploited Game to get meat and bone goods. Now it can't be done until Nomad Camps become available, which removes a key early resource if one starts off in a scrub heavy area.
- Added Reindeer to Tundra to make hunting there worthwhile
- Removed the last inherited tag allowing forest hunters to be build on hunting goods. This prevents accidental situations where one hut has to be destroyed to build the upgrade.
- Updated the glacial layer script to optimize it for non-continental maps. You can now play "Inland Oceans" without taking a bathroom break inbetween turns.
- Allowed hunting groups and its upgrade on Tundra, why not.
To fix this you just delete the hunting camp and build the improvement allowed there directly of course.