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
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2404810559
The original NExt started before road tools were available and continuing this way forward is just going to break things down the line in ways incompatible with other mods and the next update to C:S (as that's already happened in the "long term support period" of NExt2). Harmony 2 might be able to patch your compatibility, but if C:S sees it that we already have moved past NExt2 for these exact reasons, the next patch - even one for security vulnerabilities - might not be so forgiving, as I'm pretty sure if it wasn't for the community outrage they wouldn't have stepped in.
I know and I am willing to take that risk as I am not going to share it. And as for the mod ID I don't think it matters as long as you have the right road because you can play with mods offline.
This will mean that you can load games with NExt2 networks without NExt2 itself (just using specified workshop - or even vanilla - replacements in-game), and will be the officially-suported way of using this mod with NExt2-legacy saves.
Any and all. The aim is for the configuration to be user-editable, so it will work with all networks (not just NExt2, but workshop networks, and even vanilla ones if desired).