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I can definitely do more side road events, but the slider thing is a bit unnecessary. The number just represents the spawn rate for which vehicles spawn. And it's that, multiplied by the vanilla sandbox setting for vehicle spawn rates (default low, so it's about cut in half), is what appears for the bumper to bumper type. The more sporadic type spawns less vehicles, but in a more generalized direction, which works for wider, less dense, streets/highways.
Speaking of, in about 3 days that update will be out which will be patching the fire trucks stuck inside of fire department buildings, vehicles belonging to houses will no longer have randomized directions (outside of LV, LV will still be a shit show lol), and a lot of other smaller misc bugs or small mistakes that didn't require an immediate update.
They refused to fully acknowledge what I was saying (oddly just repeating themself instead of responding at all to what I was saying). They also then just brushed me off and ghosted the discussion.
Their mod description explains further; "Some sandbox settings are overwritten because they don't make sense in the world before the outbreak, for example car condition" and other stuff like that. I'm not gonna spend my time trying to make my mod compatible with another mod that actively seeks to make themself incompatible while also not even allowing the player to use their sandbox options.
This mod will only cause noticeable performance drops in LV from the sheer number of traffic jams I added in that area, which, of course, you can disable or decrease in the sandbox settings. But remember that the main cause of 'lag' is still new unstable code from B42 that cannot just be patched.
And for junkyards (I hit my text limit in the last message) I've already set them to spawn at 50%, but I just remembered that the default apoc setting lowers this where as before it was unaffected because it was using hardcoded traffic jam zones, I'll also compensate for this with the update.
I'll drop it in with this bigger update (talked about more below) come next week/the end of the month.
thank you much for the mod though def makes the game feel more lived in
I think a good bonus of all these added traffic jams is multiplayer oriented, it stops people from rushing into LV and it supplies people with more metal working materials! There are still ways around it, but they're much more obscure.
I'm working on a map project on the side for a 3rd bridge waaaaaaaay off the side of the map along with Fort Knox's shooting range, weather service station, and a small WP expansion on the south west of it.
-Il go look eitherway but it's always my frav starting spot
The open door thing I think I learned due to this mod anyway lol.
If it's a 2 door car with more than 2 seats, you need to 1. Get in the car. 2. Open your proximity inventory tab to get access to the items on the car seat. 3. Drag a corpse (with your mouse) to a seat with a door. 4. Open the door from the outside and go from there.
It seems like you're learning about a new mechanic today because you can actually open car doors! Press v for the vehicle radial menu and there should be an option (must be standing in the green highlight as if you were entering. From there, you can either drag and drop the corpse from the car seat in your proximity inventory to the ground, or use that right click method.
unless... you want to make a dumpster car?