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报告翻译问题
I cannot seem to find the bloodfeed(dracul) gene. Even when I start the customization from the dracul master. Does just having infect give me what I need?
Could we limit the gene selection to what is actually included in Xeno/Genotypes until the pawn runs out of available genes or actually bottoms out metabolism? I like the randomized gene hunt elements, but trying to harvest a genetic monster for their unique goodies and getting nothing but normal bodypart shapes and random normal drug tolerances just feels bad.
After reloading a save it bugs out and pawn stays partially in form (facial animation disables itself like it should, yet werewolf head doesn't apply)
Also may not be related but in this form seems like healthtracker bugs out as well and wounded torso with 22/50 hp remaining may randomly tick to 0 and pawn perishes. On reloading a game everything fixes itself and torso becomes 125 max hp (pawn is lycan/white rose hybrid)
It takes days, or sometimes weeks. Earliest is 2/3 of a day.
This fits perfectly on the vampire hunter run i'm planning to do:D
It is in the mod options under Big & Small Framework.
@cakemonster112
It infects them with a disease that will turn them full werewolf if not tended to.
Could you post a log here on on the discord. If there is a known error I don't think I have it logged anywhere.
@dom
Does that happen with only my mods? The baseliner issue doesn't sound like something from my mod.
I have... an odd issue. I think it may be a mod mismatch, so I apologize deeply.
But I think draculs & white roses aren't counted as bloodfeeders. If I have any Dracul or white rose in my colony, they will not help themselves to auto-feed from members of the colony with the "Auto feed bloodfeeders" mod. Every other bloodfeeder will automatically seek out their food source. With VE Aspirations, they will also not get the "become a sanguophage" aspiration from becoming a dracul/white rose.
Other odd issue is that "Sanguophage feed" or "Bloodfeed" option (Biotech) only works on baseliners. And when they do get bit by a dracul, they always get infected, even when not hostile.
Thank you for your time, and sorry for the bother.
https://i.imgur.com/VuDgFnY.png
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
Also for anyone curious, the perpetual darkness of the Glowforests do keep werewolves locked in their proper werewolf form permanently (not the cosmetic bug). So you have constant super healing melee fighters who never sleep, BUT, your colonists are constantly unskilled and having mental breaks all the time due to the -25 werewolf rage.
An really interesting way to run a colony though.
I have some code that tries to restore whatever their previous settings were. It is possible they lost the original face data. This can for example happen if the cache is force-cleared via the dev-command.
It could also be a bug causing the data to go missing, or the cache was dropped due to discovering an error when loading a save, etc.
I don't have the alien races mod either (I know that can cause issues in the past)
It is quite harmless.
It was a gene blacklisted from AG's wretches, but the gene in question has since been removed.
I'll fix it in the next update.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.GeneDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.GeneDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)"
Eclipse or special biome? The transformation is based on the same map light values solar panels use.
@Apocrypha
Noted. Thanks. I'll put investigating it on my to-do. :)
I think I set a few of the vanilla xenotypes have a rare chance to show up as returned, but otherwise that shouldn't happen. What is the issue you're seeing exactly?
@StoneByStone
I suspect the loves bites might trigger both. When I designed the abilities I didn't really consider that both might be on the same xenotype.
@Aegael, Level 3 Sentry
Is this with Combat Expanded? If so the werewolf form gets removed due to the werewolf fangs (added by the form) not being set up by the CE people, causing the werewolf form to error and get disabled.
@CrackaJack
Sinew? Admittedly not much. The skeletal returned should probably have some sort of "brittle" weakness along with fragile instead. Perhaps I'll work on them again sometime later.