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sorry about the rant i'm a little grumpy lol. basically i wanted to ask if you could at least make the "enable broot poisoning" checkbox in the options prevent the hediff altogether because that setting doesn't really help much given the contamination mechanic
About the caravans, it actually makes a lot of sense. The way storing works seems to have some special cases for caravans. In fact, I actually got an error related to caravans that was caused by this mod and the ticking code of contamination.
Contamination happens on caravans.
The Broots themselves may not be lethal with poisoning turned off, but their contamination code still seems to be active and that might be where everything is stemming from.
The idea behind it is great. It offers a solid risk to counterbalance the rewards of this mod. The issue is it becomes onerous to deal with due to the micro-managy nature of it the contamination code. If the micro manage aspect could be addressed, it wouldn't be bad at all.
How is 'next to' defined? Is it 'Within the same cell?' Is it 'One cell adjacent to?' I honestly think just disabling the Contamination code might solve everyone's issues with it.
In any case, I will revise the setting, because it could be having problems after updates. Apologies for the inconvenience, though.
Sorry if my comment comes off as rude but I've tried to solve this over and over again, it didnt happen before, it only started happening recently, and there definetly arent any mod problems since any mod that affects the health tab ive used with it before with no issues, it only just now happened.
@Argón, could I pretty please hazard you for some mechanical details of what each tea does? I've been struggling to actually see any benifits when I try and Do Science in my live play throughs.
1. I really want to schedule out psychic tea for certain pawns to always be on it, but the 6 hour expiration means that will only work without wasting stuff if i have more than 12 pawns consistently taking it. I feel like there must be a better way to make them temporary while still allowing drug schedules to work without wasting tons of tea. I don't wanna have to directly monitor my pawns and manually up a bill when their tea effect expires.
2. Tribal medicine uses medical skill to decide quality, but the pawn has to be assigned to cooking to make it. That's kinda being a ridiculous problem for me right now because none of my cooks are good at medical and I don't wanna assign a doctor to cooking because then they'd start making meals as well. Now I have a bunch of poor quality medicine because all my cooks wasted my stockpile of red petals before I realized.
I'm not sure about the Aperitif thing, it might be just a gameplay preference.
Any info on just the health impact and way to cure broot poisoning would be appreciated
(and side note, shouldn't apertif cure Broot Poisoning, since it would cause a pawn to vacate their stomach enough to cure normal food poisoning?)
I moved my broot storage into the middle of nowhere I'm still getting spammed by broot poisoning. I started removing the hediff with dev mode and I must have had to remove it 20 times in the past real-world hour.
> Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Type TribalMedicineRevamped.IngestionOutcomeDoer_CureFoodPoisoning has invalid vtable method slot 5 with method none
at (wrapper managed-to-native) System.RuntimeType.GetMethodsByName_native(System.RuntimeType,intptr,System.Reflection.BindingFlags,bool)
Would it be possible to lower it to say, 750-1k?
I know their cooking skill doesn't matter on these recipes but it's a bit of a pain to micromanage and make sure my medicine makers don't give everyone food poisoning.
At any rate, love the mod.
amazing mod