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=2535222236
The idea is that the 2 lane road with median from NEx2 (and similarly spaced roads from other mods) aligns neatly with the entry / exit points of the Cargo Terminal and can often be wedged into an existing layout to help smooth traffic flow. (Although having Traffic Manager for entering blocked intersections is also key here)
Other roads work on other buildings, but you get the idea.
Idea shamelessly adapted from something seen in Biffa's Teaport series.
Thanks! Thats cool :D
I was searching hours why my hearses are not spawning to pick up a dead person in couple of buildings. After 2 hours of investigating mods and roads, I checked the buildings the hearses would go. I found out that these building were not far from road, but far for spawning point. So I did not get the regulare "T" sign for no road access, meanwhile the spawning point was to far from the road.
So even, if I click on the building next to the icon of spawning point, there should be a mark (!) shows that there is a problem, with the spawning point.
Example: I build a grand block of commercial properties and have the perfect back alleyway where I would like all Cargo to be delivered for the entire block. Right now the commercial properties will have to be done 1 at a time and moved differently. Would be an awesome feature to either be able to copy and paste the "absolute" position of the marker, or being able to choose many properties and make one move.