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报告翻译问题






That's strange, it should be working. I could test real fast and see if its properly firing off the buff you are supposed to get from using constrict with thorns, quills should also buff it too.
Modders don't have to document a thing. Period.
"32 mutations is kind of small ask when some mod pages list hundreds of features on their literal mod-page." I hate when they list hundreds of features, because the important stuff, like how to install and what it works with gets buried underneath all of it--or whatever actually important information being hidden between massive text blotches stating irrelevant things.
You have your milk, I got mine. Don't like the flavor?Go somewhere else. I'll give you a minute to read this and then I'm blacklisting y'all so that my subbers don't have to get pings about silly crap on a daily bases.
Live a good life.
Yeah and as a modder and person who also uses mods, I've never expected a modder to give me descriptions of their entire mod--what you seem to be conflating here is personal preference--aka vs what you want--vs what others may or may not expect. Again, if you don't like it, don't use the mod, go somewhere else. But don't act like you're making a big ask of a modder to do something that isn't a necessity nor.
The problem when I did have the descriptions in is that people would eagle eye on what is added not read any of the other parts the description, the amount people asking 'how many mutations it adds', became minuscule compared to 'why isn't working?' only to find out again and again these people didn't read the whole description and skipped over the parts that clearly said "Don't use these mutations with x" . I removed it, and now guess what, no one ask that anymore unless it has to do with an actual bug with the mod.
That's cool, please close the door on your way out.
Look, being hurt over someone saying they won't do something is kinda wild, at the most, it was passive aggressive--but you're like the literal 100+ something'ish person asking for this from a modder who does this all for free without even considering the amount of work put into it, how much work it would take describe 32+ mutations that then needs to be updated and changed with every added mutation, while again, no one else has to do this crap.
That's crazy entitlement, sorry. Now I am seeing why modders call people out on this stuff so much lol
Nah.
Thanks for catching these, I'll have an update soon to add all of these changes sometime today!
Fruiting Bodies growth from being rooted doesn't work.
Long story short: typo in "pFruitingBodies.cs", 562 line, in mutation name.
Also you can go to the world map and travel, while you are rooted. Not sure that it is intended + sometimes passive nutrition from roots allow you to become hungry and famished. Not sure is it bug or lack of understanding how this mutation works from my side.
Sorry for grammar from my side.
Great mod!
Ah, hm something must of changed that's messin with it, lemme see if I can figure out what's going on and get a push out asap (hoping within the hour)
same with the other two diseases
also great mod thanks for your work
The latest patch from CoQ has properly fixed this issue!
It essentially makes it so that there is a chance to increase your ego score whenever defeating a creature that has a higher ego score than your own. Its like the Psykers but now you can proc it on anything that has a higher ego score than your own.
Seems like steam didn't want to update my version again for some reason. So yeah its definitely not working, I talked to the devs about it because nothing has changed with the underlying paths and methods that shoulda caused it to break like that--at least from what I can see. Got confirmation that it is a bug--something like an early AND statement causing this and they told me it would be fixed next patch. What you're doing there can work but its not particularly mod friendly as it forces the mutation to load its effect earlier so any mod or mutation that is doing that might be affected as well. I'm still deciding if I'm gonna just leave it until the next patch fixes it or wait but I'll think of something by the end of the week.
I added this block of code in Animancy.cs:
public override void Register(GameObject Object, IEventRegistrar Registrar)
{
Registrar.Register(Object, AwardXPEvent.ID, XRL.EventOrder.EXTREMELY_EARLY);
base.Register(Object, Registrar);
}
I'll double check and see whats going on!
@SpaceLatency
I can try rewording it if that helps!
@TheoryInfinity
I will see if I can fix this, thanks!
@Gameintree, Alrighty, I'm gonna go ahead and for now, add Serpentine Form to excluded from selectable pool slot for level ups until i can fix this, thanks for letting me know.
Some people on the discord argued that not having the ability to equip anything in these slots would make the tail kinda useless, so I decided just to let them equip items feet can until Qud releases items that tails can actually wear. Once I finish the user-config though, you'll be able to set the tail to use the tail slot which will take away its ability to do anything other than its grapple, no eta on this but its in the works
I'll consider putting in a list somewhere in the files/documents, you're asking for a lot of info though, so don't expect that anytime soon
@smallpatchofmoss
Thanks, and thanks again for the feedback! Alright that is definitely not intended, I'll add a way to exclude bridge tiles over liquids. As for the warning, this is something I have been looking into, I literally added the Acid Immune property to the player when they have that mutation, but it still for some reason considers it a liquid that must set off the 'dangerous liquid' response, I think it might also be because technically since the liquid can damage your gear or something like that it still warns, but I am not sure if that is true and might be me head-cannoning cdda stuff lol
Either way i'll see if there is a way to deactivate that warning for the player while be immune to acid.
Now, to be clear, I'm not saying dying from salt is too hard--it IS hard, but I like that :D--but I think the bridges and Phasing is probably not intentional.
Really enjoy this mod, this is a 10/10 always on for me. :)
(re: the names... well, you can never please anyone, so just please yourself! I admit that "Mentacles" is a great name though.)
Also, Thick tail should now be able to block attacks, do attack tail whips and everything its suppose to do at this point.