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
"if not IsDST() and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) or GLOBAL.IsDLCEnabled(GLOBAL.PORKLAND_DLC) then"
This will make it use the SW recipe for HAM as well, which means that it will consider it a "common" recipe, and thus allow it to be prototyped properly. Also makes the number per craft work.
A Don't Starve Together version has been uploaded and is now available in the Don't Starve Together Workshop. Please note that i have only tested it on a self hosted game yet
@Blaked: You can change that in the mod configuration from within the game, maybe to 1 for 1?
Maybe you could, in place of "repairing", change the decay duration.
It would ask a big code and work but, it would be more realistic or less OP.
Maybe 10 more nitre for the preservating build...
Dig, dig, dig :)
It'd be more realistic if you could salt the food once and then it'd spoil slower afterwards, but I'm not sure if it's possible to actually implement it that way - it'd require adding a new tag to the item when it's salted, and I don't know if the Don't Starve API lets you do that.
Check Version 0.2.2: Stackaware repair value