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






To avoid this, I believe that particular entry would need to be moved into a separate patch that is only loaded if Vanilla Animals Expanded is active, but Odyssey is not.
@MrTehRiddle I must of either forgotten/missed them,did a typo, or the expandedteam for whatever reason changed the defnames since I linked that. Could be literally any of the three since there were a lot of insects to find the defnames of so missing a couple was a possibility I suppose. At the very least it worked for the most part lol
Secondly, I just wanted to report that the insectoid genome creation no longer includes all the new insectoids from VFE: Insectoids. It only lets you use the base game insects. The VFE insects are not in the options for what to use in the creation of the insectoid genome.
My guess would be because of the changes made from VFE: I 1 and VFE: I 2. The tags(?) for the insects probably got changed.
https://github.com/ParasiticSquid/Genome-Extracting-Table
Four possible options now: I can send you the files and you can upload them, I can send only the changed and updated files and you can add them to the mod, I can cut out the middle man and upload it myself to my workshop, or you can fix it yourself on your end since it really is a super simple fix
Just wondering, thanks!
Could not resolve cross-reference to Verse.ThingDef named Corpse_AA_WaywardMobileAssembler (wanter=thingDefs)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
I just tried it out with no mods and over 300 mods enabled and it works fine now.
Whatever you did in the update this morning seems to have fixed it!
Ty very much
Now time to create horrible abominations!
Whenever this mod is loaded I can't do any research.
Specifically whenever I click a research node the description screen takes up the whole screen with no research button and the description missing, all it shows is the research name and needed/fulfilled requirements.
Removing this mod from the active mod list fixes the issue, adding it back recreates the issue.
I don't know if it is an odd mod conflict yet or just base game issue...
(I need to test base game and just this mod to see for sure but I've been trouble fixing for 3 hours so I ain't doing it rn)
When you install mods mid game and have stockpiles then they may mess up. I have deleted all stockpiles and grow zones. The placed them again and it rarely happens now. I am currently using 200+ mods myself. Add me if you want. Playing games is my job.
Also, you could already use a normal excavator on a dog or cat-like animal from Alpha Animals and extract feline/canine genes anyway so I added them to the original recipes.
Amazing mod, thank you!