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






But otherwise it's a handy mod that does exactly what it says on the tin :P
SOLD! I never cared about pylons for travel purposes because I prefer to wire up teleporter networks and I don't like spreading the NPCs out across the world. I was always disappointed by the one pylon limit, however, because I would have loved to use them for decoration.
Like, if the npc is in a cave, just sell the cave pylon, not every single one
This is my mod list:
"AlchemistNPCLite",
"BetterBlending",
"BossChecklist",
"CalamityMod",
"CalamityModMusic",
"Fargowiltas",
"ImproveGame",
"Lights",
"LookMod",
"MagicStorage",
"MeleeEffects",
"NoFishingQuests",
"OreExcavator",
"PointShop",
"RecipeBrowser",
"SerousCommonLib",
"ShopQuotesMod",
"SummonsUI",
"TerrariaAmbience",
"TerrariaAmbienceAPI",
"TrueTooltips",
"UnCalamityModMusic",
"WeaponDisplay",
"WorldGenPreviewer",
"WingSlotExtra",
"UnofficialCalamityWhips",
"NoPylonRestrictions"