Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
When adding dishes, the game will crash from starting because the file is not resolved.
This is because cookpot.lua will load asset of my mod, via overridebuild.
This will result in mod asset loading before official asset.
I tried in modmain TheSim:OnAssetPathResolve(asset.file, resolvedpath) but without avail.
我在讨论机器翻译了这段描述以供使用中国大陆人,日本人和俄罗斯人阅读
私はこの記述を機械翻訳して中国大陸人、日本人、ロシア人を使って読むことについて議論しています
Я говорю о машинном переводе этого описания для чтения китайцами, японцами и русскими.
Is there any possible way to have the characters added into the top and middle rows? That would at least expand the amount of characters shown by 5-6.
Other than that, I second a scroll bar as it sounds like it'd be more professional. I'm partial to shrinking the characters a bit though just so I can see them all.
No, as extra characters will show up off-screen and not look proper. I have been wanting to make it so the entire view scales to fit every character, or a horizontal scroll bar is implemented to be able to view all characters. Still in the design process for this so if you have suggestions on how to design this I'm happy to take!
Could you please slightly increase the mod's priority to give a little wiggle room for mods that want to load after it or change the "modfilterbar" postconstruct to allow other mods to have some control over the status filter?
A mod you are enabling with Mods In Menu is likely doing something wrong and executing things that should not be executed (e.g. networking, recipe creation, etc)
Please disable each MiM mod one by one to decipher the issue then report to the mod author of the troublesome mod to fix their MiM compatibility.