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
Edit: now it doesnt happen, i have no idea what i did before diffrent
The good news is that I've had some very large optimizations in the works (personal stuff got / still getting in the way), which improve general performance, but most importantly the base lag. After these changes an idle creation shouldn't lag at all, only once logic starts doing stuff it would start using performance. This would make much bigger creations viable, unlike currently.
The bad news is that Lua (the programming language the mod is written in) is inherently slower than C++ (the programming language Scrap Mechanic was written in), so the vanilla gates always have that advantage. I had been working on a C++ extension for my mod (which would unlock all that extra performance), but the developer of the file mod for such extensions vanished, so now noone could use my extension even if they wanted (simplified, has some other reasons). I'm currently trying to find an alternative.