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
							
						
 
											 
													







Also also, Lithoscope doesnt seem to be working on my end.
Would love an update however, e.g. making the Cistern compatible with autocollection would be great.
Parallel processor only seems to apply to temporal fugue and evil twin clones of the player. Clones created from the budding effect (cloning draught/clonelings) don't get the "PlayerCopy" string assigned to them, so they don't give or receive the increased quickness or supply 20 extra compute power to the player. You could argue that that's reasonable as clones budded from you might have insufficiently compatible neurology or something.
Clones created by budding will inherit the extra slots from installed cybernetics like cranial dock, arm struts, etc., without having the original implants themselves. This lets them wear extra pieces of gear and install extra cybernetics without the original slots being taken up.
Onboard polishing persists and tumbles gems even after removal of the onboard tumbler. This also applies to and works for budded clones.
this behavior ALSO extends to loading a save. so if you want to use a credit cruncher, you'd better do it all in one sitting from starting your game
actually, now that i think about it, its probably more the other way around. loading is what causes the issue, and thats why everything else messes up.
actual gigachad
To fix it move "CarryingCapacityChangedEvent.Send(E.Implantee);" to 1 line above the return statement of implantedevent and unimplantedevent in CyberneticsStorageShell.cs
E.StatBonus = E.AV;
E.MaxStatBonus = E.AV;
Which is how 1.0 handles vibro weaponry.
Storage Shell is maybe a little too beefy, though I get wanting to make Back slots good.
Organ Racks do work, but only work for particular cybernetics: Heart, lungs, liver.
Required attribute "Name" missing
2. Open the CS folder inside and find a file named TempVibro, open with any text editor. I used Atom personally.
3. On Line 46 close to the bottom of the file, there is a line that states E.Penetrations = E.AV; Change it to E.StatBonus = E.AV;
4. Run Qud, re-enable the mod, and reload. It should work as intended now.
Thanks to books(librarianmage) on the CoQ discord for helping me understand the fix!
On a side note, the vibrolimb is bugged and will massively overpenetrate for a number of times equal to the defender's AV, which is unintended. To return it to the intended functionality before MAFT fixes it, you can follow the below instructions:
Although I can confirm what the previous posters have stated, it works, but the chance to get a credit is very low. I have ever mined a single one over two characters both level 14.