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








(code)
stuff
(/code)
with square brackets instead of parentheses on Steam forums and it will preserve the spacing of your code.
Anyway, the interesting thing about your fix is that if you run it without DSMP, the output log does throw an error on techapp_seagrass_harvester01, but the game still loads the rest of the tech tree properly. Right now there are a couple of nodes where 5XCPC removes a DSMP tech by overwriting it, and you've just shown me a way around that. With an update of 5XCPC, I should be able to restore those missing techs.
Those specific changes were amusing for me, as I had moved those techs up one level earlier this year on my personal mod that i run after all the ubm/ucp/dsmp mods. It relies on your great work, just tweaks a few things here & there and adds a few options in without having to load a dozen+ mods. I adjust mine correspondingly after each of your updates, but overall love the direction you are going. Hope you (and WhatIsSol) can continue on, great to keep a classic game playable and improving despite the lack of support from the developer.