安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






There's a chance I will. Haven't played Rimworld in ages though
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "Gun_InfernoCannon"]/weaponTags</xpath>
<value>
<weaponTags>
<li>MechanoidGunInferno</li>
</weaponTags>
</value>
</li>
it changes the inferno cannons weapon tags but the weapon tags if the burner centipedes arent changed to match its so now it has no weapon
Please read the comment right below yours
No idea, I don't have the DLC
Far from critical but I just updated the mod and it should be gone now.
XML error: 1000~2000 doesn't correspond to any field in type IntRange. Context: <soundCallIntervalRange>1000~2000<min>1000</min><max>2000</max></soundCallIntervalRange>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
https://gist.github.com/b6d33aec001c546231532cc2f3be1fe4
In other words: Git Gud.
get "rimmsqol" a mod on workshop, allows you to adjust w/e
I personaly adjusted two of there weapons to have a slight lower dps, and made several of the mechs have a hiar bit less beef and instant kill on them.
That being said, if you have an op colony, and think your cool and strong. Fight some of these mechs and re experience your earlier encounters, fight a tough opponent
thankyou for late game challange.
Firstly, as far as I know, the CE compatibility is done by the CE team, so asking Spino to do something about it is unfair.
Secondly, remember that heavier mechanoids are modeled after armored vehicles: "armor-piercing" rifle and machine gun ammunition is designed to defeat body armor, not solid metallic plating on a vehicle. M72 LAWs are Vietnam War-era weapons and woefully undersized to fight even modern-day armored vehicles, much less futuristic death robots. Doomsday Rocket Launchers and Orbital Bombardments are wide-area explosive attacks, not anti-armor options.
Either use something that's actually meant to kill tanks, such as 14.5mm AP-I or 90mm HEAT shells, or bypasses armor entirely such as EMP and ionized charge rounds. Remember that EMP damage not only stuns mechanoids in CE but also inflicts electrical damage on their internal systems and fries them from the inside out.