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If some mods have things that require removed research project, you won't be able to build / craft them. (It will spit red errors on startup, so you should be able to notice it at least.)
Now they do. Thanks for all the feedbacks and suggestions :)
Many thanks for all the fixes. I'm on a war against Interrupted sleep moodlet ;)
Thanks. Done (along with Jewish tile, Jewish fine tile, Kemetic tile, Kemetic fine tile and Ocular tile) (also added Vacstone variants)
Thanks, re-added VGE's Deepchem to auto cherry picker.
screen: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612935238
modlist: https://rentry.co/marh3988
log: https://gist.github.com/HugsLibRecordKeeper/38d06f0722b10e4a4e052a97f81ef3df
Thanks, it should link now. (I switched to manual patching, and Crib was overlooked.)
Links to Hospital and Normal bed - https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612628739
The one in the baby room is 100% grown but inactive - https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3612629130
The name “Close combat armor” is already justified since the armor's built-in shield blocks outgoing projectiles and therefore is practically limited to melee pawns. Being fast is important for ranged pawns too. It's nerfed because it was overpowered
...But yeah I noticed the armor's description was changed to include "Fast", which was not the case in ~1.5. I semi-reverted the description and also mitigated the speed nerf (as I think I haven't changed that value from 1.5 as well.)
Thanks, I overlooked the existence of that weapon itself. Just nerfed it in equipment rebalance patches.
AAAAAAAAAAAAAAAAAAA
Thanks for reporting that. Probably the most stupid thing I've ever done...It's fixed now. Please forget everything I said in the previous comment D:
It renders even early guns obsolete and is very cheap to craft.
Yeah...it looks like they forgot to move patches that make it connect with anything, including vanilla beds D:
I made them connect with everything that inherits vanilla base bed or sleeping spot instead of manually patching everything like they did in 1.5. This includes the ones from Alpha Memes, VFE - Medieval, VFuE, VFuE - Medical and VFuE - Spacer.
I realise that's a unique scenario that only arises when combining multiple mods, but I thought "Medieval runs" where more wellknown and popular
I also added a process that directly converts raw meat to dreg (with less efficiency), so probably don't bother.
That change also added Biofuel refining as a starting research for Gnoblin scenario, so I'm confused here. When you say "Medieval Gnoblin runs", does that mean you start with bunch of Gnoblins when it has nothing to do with the scenario, and can't get enough Chemfuel from tradings and lootings until you research Biofuel refining (from the point where you already unlocked the research for Dreg coffin)?
I honestly don't care, so you don't need to tell me. I made a small mod that disables the changes related to dreg coffins, specifically for your needs. Just put this into your local mod folder. https://drive.google.com/file/d/1ongtitWVgSBk81OfYhOaqgy6ViiFFeGG/view?usp=drive_link
Done. Thanks.
1. forcing mod order
2. removing your patch
3. reinstating vanilla factor
all while checking for mod. So I was hoping you would implement it on your end.
The compatibility just requires you to add "<li>Rimpsyche - Disposition</li>" under <li>Combat Extended</li> in AA1C_TraitRebalance for ShootingAccuracy trait.
I hope this could be done on your end. If you can't then let me know! I'll try to find a way to do this on my end.
Thanks :)
That mod includes several identical patches that the author borrowed from this mod (with permission, of course), so I’m not entirely sure whether it’s safe to use the two together...I added a mod condition for the corresponding patch, though.
Uhhh I already have Erin's Japanese Furniture and T's Samurai Faction, so I probably don't want to go for yet another Japanese-themed mod D:
Thanks :)
Steam keeps saying "This comment is awaiting analysis by our automated..." stuff and I can't read your comment D:
Seen a player with the same issue in my discord, solved by:
(Quote) "it's based on the community rules; someone specified that Progression: Aesthetics should be loaded after TMM-CaR. Remove this rule from the editor (right click on P:A -> Miscellaneous options -> Edit mod with rule editor)"
It says this rule is added because "PA creates new research project and moves stuff inside it. TMM moves this back to the original place.". I think this is referring to the patch for Cell wall, which I just blacklisted for Progression: Aesthetics. So it should be fine as well.
ferny.progressionproduction -> ferny.progressionaesthetics -> wara.toomanymods -> ferny.progressionscenarios
wara.toomanymods -> ferny.progressionscenarios -> ferny.progressionaesthetics
The only change this mod has for violence disabled gene is changing the metabolic efficiency, which shouldn't cause something like that. Please send me a minimal mod condition to replicate the issue, if this mod is involved.
(means either is a button or emoticon if (inside () it means status))
create charecters show headgear(tick)
show apparal(tick)
(back button (works)) (android editor(works)) (xenotype editor(works) (start(doesn't work)