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
Lastly, another craftable automatic weapon around the time of the assault rifle would be nice, again, just for variety.
srsly the only weapons i see are breach loaders and arquebuses
do you know of any way that i can uprade the quality of the scavenge/trade weapons? 'cause im playing with the "quality cooldown" mod, and having just shoddy marksmens rifles etc is a bit bothering me... or at least let us smith those weapons too?
And everyone can suggest/commit changes when (not if) they find something not right :)
Hated that it messed up my research panel though, so I fixed it. Happy to send out the fix to people and help them apply it - contact me.
Audioviper - if you want to include this in the official mod, contact me and I'll happily provide.
You can replace Defs\ResearchProjectDefs\WeaponTechResearchProjects.xml with that file. I removed Machining from the file (which does return its Smithing prereq) and created a tab with all of this mod's research. I also moved Gun Turrets and Multibarrel Weapons to the new tab.
Im looking foward for your mod, and hope you add more weapons and an extra glitterworld weaponry research or advanced weapons research, and hopefully medieval weapons like heavy and light crossbows, warbow and longbow, and more classical/tribal weapons too, plz dont abandon this mod, keep adding more weapons