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翻訳の問題を報告








Hopefully, but there's been no communication on any time line.
https://psteamcommunity.yuanyoumao.com/app/383120/discussions/0/3812906855241955911/
https://psteamcommunity.yuanyoumao.com/app/383120/discussions/1/3835424220137220039/
The developers have not released any documentation on the new system and they have recommended that people don't use it yet for their scenarios until it's in a state where they can.
That's accurate and not misinformation.
I don't control what other people post and I'd appreciate if general discussion drama is kept out of here.
Without the documentation that Eleon are using for the system, the only way to use it is trial and error using several hundred new terrain deco, with no idea what they look like or how large they are by default, what each number will do if changed, and every test requires a fresh savegame to test.
Let's say we use it to spawn 5 different variants of Rock_Small_1. What do they look like? How would we know which rock is which? We can't pick them up, they don't have names, identifiable traits, can't be placed manually, we don't know which number represents their scaling and/or placement, we can't even be sure that they spawn at all.
There are over 300 NEW objects in the system (which take up around 20% of the configs), and we don't know what any of them look like or are supposed to look like. This accompanies a placement system that's different from the existing one, so it's not just not knowing what 300+ objects look like from a numerical designation, it's where and how they're supposed to spawn.
We can't use the ContAr1a95 playfield as an example as it uses everything everywhere at once. It's a test planet intended specifically for testing everything at once for performance issues.
Thank you sir for the information and the time you put in to creating this amazing game
I dont know why the devs hate the idea to create many different biomes or just let the modders do the job.
I just dont understand why.