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
As for the implants, yes that seems to work. Betabound is doing that, with the old beta UI (no conflict with this mod). IIRC they aren't using any of the code here, but of course they're welcome to whatever seems useful to them.
So I could add implants to this mod, but that means major UI changes. And nothing outside Betabound would use them, with them already having a solution within Betabound. Unless I made a bunch of other slots available too, but what would use them?
I haven't played in a bit, Just browsing over the FU github, it seems about 3 months ago they changed the PNGs - though at a glance those look like vanilla PNGs - so I'm not sure what's the point? They still aren't editing the interface config (except to add their sort script and that hasn't changed in like 4 years). Since they aren't editing the config, those would have to be vanilla sized PNGs.
The worst case is them loading after this (I can fix that easily if so) and replacing my own slightly longer PNG replacements - It would look slightly off. No one is telling me that's the case.
And I see that you hint at the possibility of having techs in more than just the normal slots?... Which I can understand why that is just an idea... but an interesting and useful idea...
Should still work fine, thanks.
And if you have any questions on how to use or feature requests, let me know.