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






谢谢 !
增加了储存量,大大增加了,可以和专业存储MOD共存,但是要求排列顺序在其上才能好好运行
This mod is not intended for use with CC. It probably will work with the origionally placed storage barn(as you said), but my mod makes no definitions for increaseing CC's other storage buildings. I had tried to do a CC compatible version once but frankly I have no interest in trying to keep up with their new releases, and the fact that many people use different / older versions of CC.
I am not sure if this can affect existing saves files without error. You see, when you load a saved game Banished automatically changes your mods to only the mods that were active at creation of that game. You can enable the mod while playing in-game, and see if this works, and in doing so answer your question. However, I recommend starting a new game.
Sadly, reduceing the limit to 0 or -1 crashes Banished, so it has to be 1 or higher. As for the pathfinding, that code is not available to be modded and is directly part of the enginge for Banished, so sadly that can't ever be fixed :( That being said though I do have an idea now for a mod that could fix the pathfinding/dumb AI problems... I must investigate
my most successfull game ended in a game over because the wayfinding is so bad I ended up with people trying to move food from one end of my settlement to the other all on their own and starved in the process. with a bucket full of cooked meat in their hands.
making an aestetically pleasing and functional settling a bit easier to do. thank you,mod maker!
You can try it out, but it will likely cause problems with CC and its storage buildings upgrades. In addition to that, the newest CC changes the Specialized Stockpiles it integrates to include firewood and coal together with firebundles and charcoal as 'fuel stockpiles', but the name of the resource file was not changed from 'StorageYardFirewood', causing further problems. I would have to make a separate version that gives support specifically to CC, so we well see if demand for that is suitable, though I suppose it will be since CC is so popular.
@GravityzCatz
No problem, enjoy!
Thanks!!
My mod is now compatible with Specialized Stockpiles by delvr. Please make sure to move it higher in the mod menu than the Specialized Stockpiles mod for it to work.
@EuroTruckDriver @lolandgames2damax @disturbedeeply
Thanks, glad you like it. Let me know if you have any input or run into any problems with the mod.