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








Thanks
My design wasn't meant as a permanent one, but sometimes you build to supply a local construction area.
I'd also like to humbly suggest bringing the pollution down, since currently the default asphalt plant has an order of magnitude more production for half the pollution.
In any case, thanks for the awesome asset pack. Having the smaller industry buildings makes the game come together in terms of progression and is perfect for the smaller towns aesthetic
1 - The suggestion is that the CO vehicles dont disappear when the site they are going to finishes or the construction is stopped (cancelled). That they should try to go to another site that needs the cargo or failing that they come back to the CO and get rid of the cargo when it gets there. In the travel back to the CO, if a site starts to need the resource (or workers in case of busses), it goes there instead.
It doesnt work with both roads connected?