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















In addition, as we say in the old school (GEN Z) way, "there's no brain, like the human mind."
I have never trusted technology to think for me, and I NEVER will. It doesn't have my brain, so how can it think for me, and tell me what I need to do for something that it's NEVER experienced before? That's just like someone trying to tell someone else how it feels to be drunk, but never drank alcohol before, or how it feels to be high, but never actually took drugs before.
Think about it...🤔
Happy city building everyone!
Nice quote I've seen recently: (...) their sole function is to confidently produce text in response to an input that resembles the kinds of real, human-made text that exists in its training dataset, so it's not capable of telling the truth, just things that look like truth
You've just shown example that it knows very little about the mod but produced response that looks correct.
No. The logic is not reversed. The game is despawning vehicles if they are stationary for too long and the mod can disable this behavior (almost completely).
Does it make any impact on RCI? Definitely not a direct, unless you wanted to trigger the resource teleport because vehicles couldn't reach their destination (resource transport and availability affects demand).
Never trust the LLM/GPT.
For the setting “Disable despawning”, the checkbox works the opposite of what you’d expect:
Checkbox status Meaning
EMPTY (like in your case) ✅ Despawning is DISABLED → bad
CHECKED ✅ Despawning is ENABLED → good
TM:PE uses negative logic here:
“Disable despawning” OFF = you have actually disabled despawning
“Disable despawning” ON = you are disabling the disabling → so despawning works normally again
Weird? Yes 🤦♂️— but that’s how it was coded.
Can anyone confirm this claim?
The hearse, as with in RL, is death care. So, anytime you see skull / cross-bone, then your hearse goes to pick them up.
Happy city building everyone!
So far, in all cases where I have a chance to test broken user savegame reporting the issue, the mod was able to find broken nodes.
It's even mentioned as one of the first things you can read in the description of this mod.
It says: Vehicles despawning or stopped moving after altering roads or rails? Use Broken Nodes Detector to find and fix some common game bugs!
Again, Broken Nodes Detector won't be able to find broken node(s) if it's not there (yet).
It usually happens when you start modifying networks after loading saved game. You have to do something to trigger the problem, like e.g.: mentioned road modification. Once you notice that things break, open that mod menu and run the detection (the first one), then rebuild or bulldoze everything it finds.
Also check your mods with Skyve, it can tell you if you have incompatible/missing mods