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






It's been a while since I've played, but if I remember correctly, the psylink genes work like this:
Archotech Attunement - Requires an existing psylink, but rewards levels and new abilities much more frequently.
Latent Psychic - Can grant a new psylink, but works very slowly. The average age to acquire the psylink is about 30 years. Pawns that spawn with the gene also have a chance to spawn with a psylink.
There wouldn't be any game breaks as these are all separate genes, but I wonder if either side has any plan to consolidate these (I don't fully understand the difference between Latent and Attunement genes much anyways) or if I should just Cherry Pick my way through as I see fit.
Again, thanks for the content. It's still super unique and fun to have more xenotypes!
Could you be more specific? What seems to be the problem?
I also see that merasmus here has a similar issue. @merasmus can you please share your log or at least mod list?
Everything seems to be working fine on my end. It could be the result of multiple conflicting mods, not necessarily Integrated Xenotypes. Please consider sending me a HugsLib log (see the pinned "Bug Reports" thread) and I will take a look at it, to see what I can figure out.
I could look into making a custom patch operation and tying it into a mod settings menu, to prevent them from being added to vanilla factions if the player would prefer not to have them.
These errors constantly show up, and only to Pawnmorphed pawns it would seem, so possibly an incompatibility there. Just started getting the same error for Less Attractive/High Standards too for some reason.
Pawns with the gauranlen dependency gene should have their needs refill as long as they are within 15 tiles of a tree - no link or line-of-sight needed. If this is not the case, there may be an bug. Please see the pinned thread titled "Bug Reports" for details.
But this mod really upped the worldbuilding for the game to me. I was genuinely surprised to not see, like, a "cannibalism gene" or an "anima (tree) xenotype" in the DLC. This really helps with that. :)
...Plus hearing the Gaurankind do their warbles whenever they are hurt is certainly an experience (though tbh I don't know when a voice gene activates besides damage)
This mod adds xenotypes to the vanilla factions. I figured some people would just want IG's new genes without old stuff being changed around.
I'm going to subscribe but most likely, I'm not going to use until my next colony, until there I hope any bugs or major issues are going to be fix,