安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
edit; it's the shortened spawn code that gives me the modded ones, the long code still works for vanilla thankfully, but i'm still interested in knowing if they convert when the mod is removed, or just vanish.
GFI uses some strange not fully understood logic under the hood that is hidden from us modders (as well as you players). It does some idiotic guessing at what class to load and so it often mucks things up when mods are involved. Hence the spawn issue.
But you can adjust the search text usually.
For instance, you could try 'EmptyCryopod', or perhaps even "EmptyCryo", and it should work. The word "empy" is not in the RMD Item's class name (which is what GFI searches for).
As to removal of the mod- if you do all items from this mod, including the pods, will be lost.
Any dinos not yet revived from death (at the station's UI), will not be lost.
settings discussion