Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
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.