安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
My only complaint (that isn't answered by the configuration options) is that they provide a considerable amount of the normally tricky-to-get nightmare fuel. I'm all for having an alternate source of the stuff, but just one night (I got murdered on the second night) provided like, 14 stacks of the stuff.
Another option which would be really cool, is to have an option for them to instead replace the shadow monster spawns in the Ruins during the peak of the nightmare cycle, since that has a similar set-up of shadow creatures appearing and dropping a bunch of nightmare fuel, but would be more managable.
Either way, I like it overall despite my bad first impression.
As I never played DST I can't tell if that was normal or not.
if GLOBAL.IsDLCInstalled(GLOBAL.CAPY_DLC) and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
AddPrefabPostInit("shipwrecked",SWComponents)
else
AddPrefabPostInit("forest",ROGComponents)
end
If you change it to:
if GLOBAL.IsDLCInstalled(GLOBAL.CAPY_DLC) and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
AddPrefabPostInit("shipwrecked",SWComponents)
AddPrefabPostInit("forest",ROGComponents)
else
AddPrefabPostInit("forest",ROGComponents)
end
Then the mod works! But i'm not sure is this cause any other issue
The Toadstool mod have the same problem i believe