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






The base file is in your stellaris installation in Common > species_archetypes > 00_species_archetypes.txt
Using the launcher you can show in folder using the three dots and the mod shares the similar structure as base files.
Now starting in the base game files, copy everything starting BIOLOGICAL = { and replace the mod's similar code with the vanilla code. It should work after that.
OR you can be even lazier, just copy and paste the whole vanilla text over the mod's and manually change @robot_max_traits, @machine_max_traits, and @species_max_traits to whatever you want (The mod has the points at 10 , 11 , and 12 respectively.)
It's a very quick patch, but it's wild they actually changed the code of that file after so many years.
My code already includes "robotic = yes" for machines and robots.
As long as the machine and robot archetypes containt the line "robotic = yes" it should work properly.
I recently fixed mine, look for Ten Trait Picks (Fixed)
The problem is that the Lem update changed how machine and robot archetypes were written, causing them to break.