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Sad to ear the mods are un trouble, but glad you take the matter seriously and do your best to find a suitable solution.
Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
Since the core mod demoted already, I don't update this mod until 1.6 version is readied.
I had one or two graphic bugs, with heads not loading etc mostly with the "Rim Hivers" mods but other than that it's fun. I like the random extra limbs / tail it really makes them stand out in melee and it's interesting what you can create when converting different races.
I have not found a Sang yet, interested to see how they convert.
Yes, I appreciate the Tyrannid stuff would take lots of work bud and you've done so much already haha!
And this faction isn't Tyrannid, but Genestealer Cult - including (in the future) Necromunda's odd guys who's kind of abandoned by their hive mind. When I got enough time, will start work on Tyrannid as well as update of Chaos Daemons, which are both challenging to me in terms of graphic asset.
This faction (mostly the Purestrain how is sooo strong) is making me looooooong for a Tyranid faction. Apart from the models which I appreciate would be " tear your eyes out" levels of work, they could be very simple in play style. two or three buildings, steal the fleshbeast's walls/lighting etc from Anomaly, "soup pit" to create biomass, egg-laying queen stolen from Mantodeans continued (different model) and maybe more like a roaming tribe faction rather than a build your base type. Arrive, kill, eat, spawn and leave.
The cult Fabrication bench doesn't need any electricity.
Gene kissed x2 slaves and the stay slaves, which makes sense, but they end up with both ideologies the old one and ours.
I guess you can only have one purestrain genestealer at a time?
I did get the bug of no drop pods on this one also, but I just loaded up tribal and changed all the pawns myself.
Someone left me a gift of a crown that gives recreation and sleep while researching which I have never seen before.
I also used a Magos earlier to gene kiss a guy and he turned into a pure strain but enemy and ripped my magos head clean off hahah
Reloaded and tried with a different lower run pawn and it was fine. No sure if thats random chance or?
And about there settlement on public, consider it as same as vanilla tribesmen somehow detect or telepathy with other settlements even before they have the technology of communication XD
https://psteamcommunity.yuanyoumao.com/app/294100/discussions/0/4518883844568877289/
In fact, I think I would like RimWorld to better integrate the wh40k lore. In wh40k lore, a cult, be it genestealer or chaos, would try to play it low for sometimes, until they are ready to unleash hell on a planet or city, and to avoid oblitaration by the inquisition.
However, as far as I can tell, in rimworld, everybody knowns which faction you are, making it quite difficult to implement it, I suppose.
May I kindly ask you to update the Optional Mods description to state that "MIM WH40k Factions Texture Pack is obsolete", at least for rimworld 1.5?
@Jagan Aberrant or Aberrant Hypermorph, very rare mutation of Acolyte Hybrids.
seems like the issue is that The GSC Core Mod needs to be higher than this mod. It lists the GSC Core mod as required, but doesn't specify the order. Changing the mod order seems to have fixed the problem for me so far.
This mod caused a huge issue somewhere, I ended up reinstalling, deleting all mods and re subbing hahah I was crying, still can't get the game running. It's mods but stuck on initialising constantly -__