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
I intentionally made it slightly more than the vanilla method because the map has no other resources unlike a long range scanner map which could trees, animals, and other surface materials. I'll think on ways to add new mod options, but for now I recommend lowering the resource/asteroid size via existing mod options.
But is it possible to make different vein size options for different resources? I understand that there must be a default fallback value for modded resources, but I would love to match vein size with what we get from original long range scanner.
Even if not, it is still a great mod :)
Fixed generation of Asteroids only using the most recently selected resource, they will now get their resource type from the quest that triggered them, which is the same method that vanilla uses. Thanks for the reports.