安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
For example, complete mission, gain the ability to grow cheery tomatoes?
Expect it to be part of the next update
The other thing I was thinking of is a conditional unlock during missions.
Example: "Evaluate new type of cloth material from muffalo wool"
1. Start mission - unlocks crafting of scrap muffalo cloth (from muffalo wool)
2. Stockpile 20 scrap muffalo cloth - removes crafting of muffalo cloth, unlocks craft scrap to fine
3. craft scrap cloth into fine muffalo cloth - unlocks fine muffalo cloth crafting, removes craft scrap to fine.
(probably a bad example, but its to be able to produce things during mission only, afterwards to be removed because its useless at that point. 2 recpies and 1 product from this chain is no longer required after the mission/quest is complete)
Instead of creating new direct recipes to the new material, why not keep the chain that is necessary for the material and add a completely different reward recipe, or spawn uncraftable/unobtainable reward items at the very end instead?
Looking forwards to the next update with the extras, I can add those bits as I expand the quest lines.