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






This mod seems to be triggering a NRE in the VE Framework's KCSG code (the basegen stuff).
I've let the VE team know about the NRE so they can get that fixed, but I suspect you'll want to see if you can track down what in this mod is causing it to trigger.
Log for reference: https://gist.github.com/HugsLibRecordKeeper/741e15e872e051a5ec75645db7c0844d
if there is still something missing or needs optimization. tell me, please.
It's like mods that add leather tanning, or having to turn cotton into cloth, but on ceramics it was worse because it wasn't just an extra crafting recipe step you had to do.
It was this whole different mechanic and job type that was messy and performance heavy for no tangible benefit.
Rimworld is a simplified game in some aspects, plate armor is supposed to represent all types of plate armors from all over the world, adding a japanese specific plate armor is missing the point. Same thing with a sword, or an axe.
Look at how the game treats metals for instance, it's just steel and it comes out of the ground ready for use, no need to smelt or process it in any way.
This version of ceramics has a better implementation that is a better fit for rimworld.
Happy Holidays and Marry Christmas to everyone how gets fun out of it. :)