Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
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 (tiếng 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 (Ukraine)
Báo cáo lỗi dịch thuật
http://pastebin.com/uHcGybaN
The crashes only happen when this mod is activated. As soon as I deactivate I can play for 3+ hours with no incident. Problems only started occuring when the new design I noticed a few days ago came out. Love this mod though. Keep up the great work.
Other changes I made are holding me up from publishing it though -- noticing a "tick" in the game speed now when the panel refreshes
I did notice something while running ModTools though -- if you're playing a while with both mods enabled, exit to menu, then start a new game (brand new), I get:
I never see it with modtools disabled and just the stats panel running.
-- to get health % above 80, you have to stop importing "people". it seems people generally enter town at 50% or so health. ambulance numbers are used if their % is worse off than the health % stat, which really doesn't happen though.. I've considered switching to wellness % instead, though this seems linked to beatification and entertainment.. I'm surprised you're red tho and not yellow.. I'm usually sitting around 70-75% health with steady inflow of people.
fire will use vehicle stats as well, but again, that doesn't usually happen cause they just don't use that many trucks. the problem with only using truck count is they don't attempt to reach fires outside their area -- so your hazard could be sitting at 50% with 0 vehicles in use.
-vehicles in use was checking targetbuilding instead of sourcebuilding for isFull and isEmptying (oops)
-my isFull and isEmptying checks were slightly different than what CO does (thanks ILSpy), so updated my code to match