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






@Kotob I'm not sure how draftable animals works, but I assume it's meant to give you more direct control over animals. Does that mod require that animals be fully trainable? Golems can only be minimally trained unlike dogs or other smart creatures.
Whenever you take some time to play with the code again, it'd be cool to be able to change the type of metal (and quality) of the steel golem - getting a legendary plasteel golem would be a bit broken but very fun. Anyways, thanks for the work and for the great mod!
[MVCF] Added duplicate verb CombatExtended.Verb_MeleeAttackCE(owlbear/Thing_DND_Owlbear796723__Scratch)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
[MVCF] Added duplicate verb CombatExtended.Verb_MeleeAttackCE(owlbear/Thing_DND_Owlbear796720__Scratch)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Tried to add health diff to missing part BodyPartRecord(Jaw parts.Count=1)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Specifically with owlbear Attacks and Missing Jaw Part
I'll need to check. I thought that was fixed a while ago, but perhaps VEF's refactor last year changed something. Unfortunately my life has much less time and energy that I can devote to hobby programming, so I'm not sure when I'll be able to deep dive into debugging this.
I do wish there was a way to tune the raids though, mid game they get consistently tougher than vanilla raids, to the point that they wipe the colony. Right now, I have the raids turned off in settings because of this, but I'd rather just turn down the scaling or up the point cost on higher end monsters.
I do use a mod that ups ranged accuracy and lethality, so the common eye rays and petrificaiton effects may be being magnified.
but overall it worked pretty good.
That said, I'm not sure exactly if you can configure it right using Rimworld's built-in scenario editor, since I've never used it much myself. Good luck!
Awesome!
>Sees Rust Monster
Aww hell naaaaw
Just for your heads up, the buildings are spelled "golen" not golem.