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
tested to be sure this one is the problem tho
- similarly, you're not touching the gardens' cooldown. Besides the spawn triggering up to 60 times a second per garden - if you check my nerd notes under my mod, you'll see that vanilla garden cooldown is bound to the animation. Compared to mine, your mod should give results that are very close (give or take rounding error) to what you'd expect from vanilla, minus lag. And that's great, certainly different approach to mine - where I decided to unlock the garden's full potential by enabling speed scaling bypassing the animation holdback. It's more of a note to subscribers choose a mod that fits their needs best (stay pure-ish or silly mode go brrrr)
- you overlooked Druid's poisoned fruit (id "consumable_poisoned_fruit), just like I did. At quick glance in your code, their spawn is affected by the cap, while picking them up doesn't trigger your consumption
All in all, great mod, love the simplicity, keep up the work :)
Good work Zat! But couple things to consider:
- running parent on_consumable_picked_up() in a loop over the stacked amount will have linear execution time growth; for all practical purposes it's still waaaaay better than vanilla, amazing and I love it, but when numbers get silly (say millions, billions) the lag will start to come back. I do not believe it matters really, but I would just be cautious with this approach in a different, more complex scenario