Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Hannah Montana said that nobody is perfect. And yet, here you are!
take it easy, man
You have open permissions to any of my stuff, not that I have much more public currently and am aware of how little I mod Stellaris, but just for the record.
Though, I almost entirely use Stellaris assets, so may be worth having a quick check for if you're allowed to use things across Paradox games.
I just accept that it'll get done, when it gets done. ♥
I don't really use New Ship Classes like I did in Jan 2019 though, I'll try to give it a patch but the base game plus DLCs have most the ships I want.
Next time I'm into Stellaris I'll try to finish and upload my revival of that shipset.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1634579501&searchtext=nanite+ships
?
When uploading the mod for a version number thing, I only half removed "Testy". My game wasn't crashing because I undid the changes on my end.
When I update in a minute it should be fine!
I wrote it under the mod page too, but basically the 'testy' species class that is defined in the tec_species_classes_empty.yml is missing a corresponding graphical culture.
Adding a graphical culture, or removing the species class makes the mod work again, however, adding a culture just leads to Testy overwriting the Fungal designs.
No fracking way, can't think of another one.. Never take puns for granite.