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






In my experience the limit is set when the game is made, so in order for mods that modify megastructures in general to work, they need to be active at the creation of the game before any save files exist.
That sounds awesome if you're down for making something like that! I'd offer to help but I have no Stellaris modding experience :(
Likely there is another mod being loaded that modifies the Science Nexus file, causing a conflict. If that mod is higher in the load order than this mod, its file will be used instead of the file introduced by this mod.
If one exists, I am unaware of it. A hard numerical limit is not natively supported, and while I can conceive of a potential solution, it's not quite a "good" solution.
It might make more sense to introduce a selection option, as a limit of 10 science nexuses/dyson spheres has a much different impact on a small map vs. a large map.
Yes, this mod will work with an existing savegame.
These megastructures aren't related to a certain Italian bank.
https://www.merriam-webster.com/dictionary/nexus