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


















Does this mod become redundant-isch or kinda overpowered, or work with at all, the mod:
Dubs bad hygiene?
Since I just found out the other day that it has fertilize features.
If your mod "tilled soil" is even able to be fertilized with that mod, and how strong that would be I have no clue but maybe I have to ignore the fertilize stuff from that mod on your tilled plots of mine, or if some other alternative mod might be a better idea.
But I love the mod and its whole concept cuz I thought as you, why not be able to till the land with or without research, and later research for tools or knowledge to make better fertilized land/plots. Also to make a neat looking farm plot a lot easier that you surround with some borders/floors for a tidy and clean look and the plot actually looks like farmland.
You can make a 200% soil field anywhere you want in under a minute...
How is that not overpowered?
Might as well be a cheat code.
like this one does: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554379016