Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
I am not gonna lie but that image is fucking hilarious I'm sorry.
https://i.imgur.com/Q2vYGBy.jpg
I turned off this mod, then restarted game, and all wildfires returned to initial particles emittion. Then turned on this mod, and rockets returned again.
You are a great modder, thank you!
Oh @BloodyPenguin is there no limit to your awesome mods? <3
also, the wind speed can change while the simulation is paused, which means you can intentionally or unintentionally pause and wait for the wind speed to pick back up.
now given the inconstant nature of wind, along the fluctuations of water flow in the dam, something to automatically adjust the slider is a must,
By default wind is very overpowered due to lack of negatives.
If there pollution were to drift like the water simulation, this would probably be a pretty bad ass addition since it would be a viable solution to your pollution problems, if not with it's own drawbacks. Basically as much as I love the game, the simulation side could use a lot of work to turn it into a really cohesive city builder instead of just an awesome alternative to EA/Maxis. And while I love what you've tried to do here, I just don't think it works in the current context as it's more of a random burden.
very good all for realism