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
Players who truly want their games to run well should check out Zelfana's collections of fixes and standard mods.
AddItem AbilityPoint 10
Thanks for the detailed reply. I guess I've been lucky and not seen the sort of thing you describe. I guess I won't at all now if I subscribe to the mod. Thanks for publishing it.
The most common things this mod fixes are duplicate items in costs that some mods have. Like Weapon and Item Overhaul having 1 Elerium Core twice in Proving Ground armor projects.
Others have completely invisibly broken costs like per difficulty config not working because of some quirk in the game itself and this mod can fix those.
And then the mentioned issue with putting non-resource items in ResourceCosts which I have no idea how common it is but it definitely happens. This is not a problem until you run out of an item and it leaves behind that zero item stack in the inventory so you may not run into it at all.
So yeah, a bunch of small issues that you may not realize are happening. Should be no harm enabling this mod all the time (apart from then not knowing what was broken and got fixed without enabling logging and looking in the log).
Do some mod-added Engineering projects call for a negative number of some resource or something? Is that what items and item stacks are in this case?
Can't be automatically fixed for every mod doing the part wrong that breaks it.