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报告翻译问题









Anyway, while I'm not anticipating more updates in the immediate future, it's safe to assume that patches will reach the Workshop a lot faster whenever they are developed.
I've put up an archive copy of 1.1.0 on GitHub, so you can use the OpenSR Launchpad to install that if you need it... but then you'll need to mess around with mod folder names to convince the game it's safe to load.
There's several ways to do this, but I'll go for the simplest:
1. Unsubscribe from or otherwise uninstall the Workshop item. (Optionally, start the game afterwards to confirm the mod no longer exists.)
2. Install 1.1.0 from GitHub. I recommend using the Launchpad, but advanced users should have no trouble doing it by hand if they so desire.
3. Rename the mod folder from the default "OpenSR" to "2340626368", i.e. the mod's Workshop ID. You don't need to move it into your Workshop content folder, but you do need to rename it.
... it's actually kind of stupid how long it's taken, all because I convinced myself I needed to release a new version of Rising Stars to maintain compatibility. Only got reminded last night that no, the Workshop build of Rising Stars never migrated to the Modpack in the first place...
Sofar i had some trouble to get a good wiki or reference book for the game, any source you would advice to read?
I guess it maybe too imbalanced to be able to fling Fling Beacons, still would be great to build in one system several and then fling them all over the galaxy as a preparation for a campaign so to speak.
I am also getting the issue with some mods telling me they are not compatible with this version of SR. I can still Enable them though. 🤣 Oddly, they were compatible, but now they aren't when I unsubscribed to CP. They are not important mods to me, but they are "nice to have" mods. Do I subscribe to CP AND this MOD?