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报告翻译问题






- I'm pretty sure that may be a patch on their end. I don't even know where to begin with that mod.
- 1. That's nothing to do with the mod as far as I know, and without a log there's literally nothing I can do.
- 2. That may be an incompatibility. I do not use that mod and I've never seen any issues with their hatched eggs.
1) When pawn with corviya body turns 13, she still wearing child clothes causing pink sqare texture bug.
2) Its cute to see when corviyas hatching eggs, but with better gene inheritance mod every egg is insanely random: newborn corviyas often having genes that does not present on parents. For example last pawn from egg came with waster face and Aronya tail despite her father is baseliner.
Thank you so much.
- Just incase I missed it when I updated last time, I uploaded the current version again just to make sure.
- I swear that was patched.
A little saddened by it since this is by far my favriote mod for an egg laying gene since all the others kinda just pop out of the pawn and onto the ground which doesn't feel right at all....
Thanks for the help Erin, this is really helping try and pin down issues in my load order :)
- Doubtful. I just investigated it myself on a 266 modlist that doesn't use Psycasts Expanded, and while it doesn't initially lag, it does build up. I can get Taranchuk to take a look, however I don't know how much I can do. It may just be a weird conflict that comes from having bigger modlists.
@darkfiretim
- After some testing, it doesn't actually cause spikes, but it slowly builds. This is on a relatively large modlist of mine. As I said above, I'm having Taranchuk take a look to see if there's anything he can do.
- I'm trying to fix some other stuff right now with this mod but I'll see if I can have a look. I didn't find any performance issues with it at all when testing, so it could easily be some sort of conflict, but I don't know for sure.
I just started a 1.6 run and ran into a problem with Corvid Instinct's "Shiny metal in room" thought. No error message as far as I could see but it devoured resources, 137ms max for frame and 205664us average per call. Caused a smooth 100tps 60fps colony to develop a pretty nasty stutter. It did get noticeably better when I put silver in the pawns room but the thought was still over 100ms and 150000us. After I removed the Corvid Instincts gene and reloaded the save everything went back to normal.
Here's the hugslog. https://gist.github.com/HugsLibRecordKeeper/a903f805c3f1fddd4b8d26f9231c547d
- Not fixed it yet. Taran is looking into it.
- ... interesting. I'll take a look at it.
I've tried everything from letting the birds naturally get pregnant to downloading an expanded genes mod to add asexual reproduction and I cannot get the birds to lay eggs. Their health tab says Fertilized and has the special Corvyia text that says they're going to lay an egg and their pregnancy only lasts the 6 days, but then they pop out a little bird baby. The closest I got was with the asexual reproduction, they started to lay an egg, their little action thing said "laying an egg", then they would stop squatting on the nest and go pop out a bird baby in bed. I linked to the hugslib log below.
This one is for the colony with natural pregnancies.
https://gist.github.com/HugsLibRecordKeeper/a0310a477ebb38962830b10b6818a1a0
This one has the expanded genes and added asexual reproduction:
https://gist.github.com/HugsLibRecordKeeper/7d4902e0a663c8c2f48bffabfee5aba1
- I.. don't know. It would likely only hatch Corvyia, but If it has parents it should take whatever the parents have, like a vanilla pregnancy. That kinda thing is just "fuck around and find out" I guess. That goes for the nest, as well.
- Already fixed. :)
- I said to myself a few years ago that I wasn't a furry...
Look how that turned out :D
We're all a little bit furry lol
- tribal
- odd...
Which frankly weirded out the whole colony - kid is an awesome combo, absolute melee juggernaut but still. Think some Archotech might be involved. Not sure this has anything to do with your mod however (I have a lot of mods), but going to see if I can find the logs.
- I mean it's been asked countless times, but the answer remains the same: probably, probably not. I don't use CE nor do I ever plan to. Patches have always been done on their end.
- No, sorry. That's the point of them unless you have a mod or another gene that forces only theirs to pass on.
I’m wondering though, is there any way for a full-fledged Corviya to be born? Since there are no males after all.
I’m trying to have a multi-generational colony with multiple enclaves, and all of the Corviya babies have hatched as hybrids, which seems like it will get more diluted as time goes on.
Exactly like the FAQ says, use Xenotype Spawn Control. You'll have to manage your boredom.
I know it's daunting looking at so many lists and sliders, but do it once and you're done. Then you'll have modded and custom xenotypes spawning in wherever you wanted them to.
while i'm here, i adore these mods
I got especially excited for anthrosonae since I like the different face shapes ... and then I got bothered by them sticking through visage masks or hiding CE's balaclava. the fool I was
- Oh. I'm not sure :(
I always liked having xenotypes mod but 100% of my playtrough, Rimworld is throwing me baseliners.
So I add them at the start with Character Editor
But during the game it's like vanilla... Yes there are mods here to configure xenotypes % per factions but I'm bored before starting configuring
So I wanted to know, how do you play with them ?
- I don't quite get what you're saying...
Or do you just create them because it's what pleasing you ?