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






https://gist.github.com/HugsLibRecordKeeper/8b86c91db28b6cc36eb7d739d7fa93c8
Am I supposed to get a quest like for Archonexus or how do I start this story?
Here's my hugslog: https://gist.github.com/HugsLibRecordKeeper/9f5609c1c554559532fb1439c1a9f5f2
This mod completely did not work for me in 1.4, glad it finally works in 1.5 :D
Is it okay to add this mod to an ongoing game? When I tried that, I can build an energy extractor, but nothing tells me which biomes have to be worked.
Sadly it appears that my Countdown ist not properly working, because i don't get raided -.-"
I'm playing "Loosing is Fun" but still nothing.
It could be because of the other 50+ Mods but I wanted to report the issue in case that i'm not the only one.
Have a good one ;)
FWIW I actually strongly prefer that extreme biomes are included, or even prioritized, in the extraction sites. The reason I subscribed to this mod was that the base game has gotten too easy.
steamapps\common\RimWorld\Data\Core\Defs\BiomeDefs\Biomes_Cold.xml
for instance:
<BiomeDef>
<defName>IceSheet</defName>
<label>ice sheet</label>
<description>Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.</description>
<workerClass>BiomeWorker_IceSheet</workerClass>
<canBuildBase>false</canBuildBase>
And fixed, those biomes should no longer appear in the generation list of the planets cores.
For a definitive solution, a Biomes_Cold.xml could be added to this mod with those parameters included in both the IceSheet and Seaice biomes.
This would also apply to any other biome where you can't build, just add <canBuildBase>false</canBuildBase> and you're done.
Excuse me for my English is not my native language.
Looking at the .DLL I have seen that this mod uses these two parameters to prevent that biome from appearing in the list: canBuildBase = True or impassable= True
The problem is if you look at base core BiomeDefs settings of rimworld:
<defName>IceSheet</defName>
<defName>SeaIce</defName>
None of those biomes have that tag, and that's why this mod can't compare if those values are true or false for those biomes, so the mod adds those biomes to the operation.
I follow on next message