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报告翻译问题
No worries, have fun learning.
In function GetEHPModifier, Line 151 in Shared.cs you have:
if (null == hediff.Part) {
continue;
}
if (null != part && hediff.Part != part) {
continue;
}
if (false == (hediff is Hediff_AddedPart) && false == (hediff is Hediff_Implant)) {
continue;
}
On Line 178 you have:
if (null == part) {
delta *= hediff.Part.coverageAbsWithChildren;
}
Part can be null, in that case it looks at the effect on total health, if it's non-null, it looks at the effect on part health.
In the FHIR HPModifier method of the ddl file, if (hediff.Part == null || (part != null && hediff.Part != part) || (!(hediff is Hediff_AddedPart) && ! After (hediff is Heddiff_Simplant), if (part==null) is also determined
{
num2 *= hediff.Part.coverageAbsWithChildren;
}.
In theory, these two conditions should be mutually exclusive. The second if will never hold, or is there a problem with my understanding
Part Break
Increasing resilience means that more damage would need to be done to break a part.
If you want to disable it entirely, increase the threshold to max and increase resilience to max.
Corpses will still show parts as being missing, but that can't be helped.
No clean way to resolve that, would require a specific check to see if the life support mod is active and if a pawn is on life support.
If I'm not mistaken, the cause is the fatal damage calculation counting damage to organs more than damage to generic meat.
I guess that would need some compatibility patch to keep both default values and an option to let pawns stay alive with just brain as a last organ when hooked to Life Support.
As you wish.
@粉红战车
Just tested this, shamblers seem to be dying just fine with the default settings, both melee and ranged wounds appear to be doing the job.
Also, just added shambler-specific down protection and part break resilience settings.
@The Blind One
@Depraved Arachnophile
It should work fine.
@Colossus of Chodes
I don't know, try it out and let us know.
@Deadcurze
@Dizzy Ioeuy
@frosted_gay
Sorry, a lot of these options have chaining effects and there's no easy way to disentangle that, as such, "Vanilla settings" would only approach how Vanilla works, my default settings are just what I think approaches Vanilla's "feel" the best.
The best thing you can do is just to do some testing in Dev mode Quicktest to find what works for you, settings-wise.
@Allachor
Thanks.
@PinkPlinko
As you wish.
try this site, if can't get ingame hugslib logs uploaded.
{链接已删除}https://pastebin.com/
To be clear, I rather like the mod even without that option!
Thank you very much. Both for the replay and this must have mod.
Increase the amount of pain.
Pain, loss of consciousness and loss of mobility is what causes pawns to get downed.
What do I need to adjust to make them get downed from having their torso being critical injured?
https://gist.github.com/HugsLibRecordKeeper/48010b54e6961faf8b8d940c60f767fb
I don't know what exactly the bug does but the error code appears everytime i load my game or when some factions are visiting me.
Yes, it's compatible with CE. Totally works.
This mod doesn't change anything about how armor works.
It might just be that pawns survive more often and thus you see live pawns with internal damage that would've killed the pawns without the mod.
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)
You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Good to hear.
Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Still took forever but managed to behead them.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.
They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)
Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!
Only in the sense that you can alter the amount of fatal damage needed for pawns, animals and mechanoids individually.
Fatal damage, base hp
Fatal damage, threshold
Increase those two to max, this will effectively remove the fatal damage mechanic.