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
Included is patch for seeing turfs on the minimap mentioned in my previous comment.
There is this thing that could be called a bug or a feature - it is possible to plant saplings, grass, berries and trees on the custom turfs. It is not possible to plant them on basic wood floor or basic carpet.
Adding the turf into GLOBAL.GROUND_FLOORING forbids this planting. It is included in the patch commented out. If you decide that this is a bug, please add a configuration option for this (with the default being disable planting).
Regarding sounds when walking on the turfs, that can be solved by adding appropriate sounds to AddTile's specs parameter, e.g.
Regarding layering, it seems to be determined by the order of turfs in require('worldtiledefs').ground table. So just by changing the order how the tiles are added in modworldgenmain.lua the layering can be controlled (tiles added earlier are lower).
However, base game tiles are on the very bottom, so if you want basic carpet be on top of e.g. woodpine, you'd have to manipulate the table itself. Just make sure the code can handle the table to be filled with inconsistently structured items (e.g. see my recent comment for Structures and More mod).
local function SpawnTurf(turf, pt)
if turf ~= nil then
local loot = SpawnPrefab(turf)
if loot.components.inventoryitem ~= nil then
loot.components.inventoryitem:InheritMoisture(GLOBAL.TheWorld.state.wetness, GLOBAL.TheWorld.state.iswet)
end
loot.Transform:SetPosition(pt:Get())
if loot.Physics ~= nil then
local angle = math.random() * 2 * GLOBAL.PI
loot.Physics:SetVel(2 * math.cos(angle), 10, 2 * math.sin(angle))
end
end
end
-- Not necessary for the AddComponentPostInit version
local Terraformer = require("components/terraformer")
local OldTerraform = Terraformer.Terraform or function() return false end
-- A heavily-gutted version of the original Terraform function
-- Ultimately, it checks for the turf type at the intended dig spot and will spawn it if the original function didn't
function Terraformer:Terraform(pt, spawnturf)
local Map = GLOBAL.TheWorld.Map
if not Map:CanTerraformAtPoint(pt:Get()) then
return false
end
local original_tile_type = Map:GetTileAtPoint(pt:Get())
--local dugSomethingUp = OldTerraform(self, pt)
-- If the old terraform successfully dug up some turf and it's a ruins turf, spawn the item
if OldTerraform(self, pt, spawnturf) then
local turfPrefab = MOD_GROUND_TURFS[original_tile_type]
if spawnturf and turfPrefab ~= nil then
SpawnTurf(turfPrefab, pt)
end
return true
end
return false
end
{链接已删除}https://imgur.com/j6BwO0n