Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bulgaria)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraina)
Báo cáo lỗi dịch thuật






there is an issue for it on the mod's github repo as well
https://github.com/Cozarkian/QualityExpanded/issues/2
I verified local files and started the game, and it looks like it's back in action! Got tons of stuff to repair now. ;-) Thank you again!
The modification of max hit points is done through code. Thus, there is overlap and this mod "wins" by using Harmony's priority system to ensure it overwrites any changes by other mods. However, max hit points is only relevant at spawn, after a quality loss, and on the inspect screen for the selected item, so it shouldn't cause performance issues.
I guess my question is *how* it achieves that compatibility? Does it disable parts of itself? Do we need to check those settings ourselves? I like the idea for the mod, but before I pull the trigger I just want to know what overlap is expected, or if I should drop some mods for a more complete solution.
And no, it can't cause cascading loss. In your example, since the lower quality is at max 200 hit points, the building can't degrade until it is already at 199 hit points. I'll add more to the FAQ to explain.
Example: damaging a fortified door, might:
cause 10 initial damage ---> degrade quality ---> lower max hit points by 200 ----> result in 210 hit points lost
?