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For the about.xml add in:
<modDependencies>
<li>
<packageId>Ludeon.RimWorld.Biotech</packageId>
<displayName>Biotech</displayName>
</li>
<li>
<packageId>Ludeon.RimWorld.Anomaly</packageId>
<displayName>Anomaly</displayName>
</li>
<li>
<packageId>Ludeon.RimWorld.Royalty</packageId>
<displayName>Royalty</displayName>
</li>
</modDependencies>
<loadAfter>
<li>Ludeon.RimWorld</li>
<li>Ludeon.RimWorld.Anomaly</li>
<li>Ludeon.RimWorld.Biotech</li>
<li>Ludeon.RimWorld.Royalty</li>
</loadAfter>
"The basic serum is free to use, as it can only produce what the Twisted Obelisk is already capable of. The advantage to mutating the limbs in this manner are twofold: you can choose what limb/organ you want, and you don't have to wait for a cooldown from the Twisted Obelisk between uses."
"The advanced tier requires the use of a Shard during the operation. As a result, the mutations gained from this tier are more powerful overall because each one costs a Shard to create. If that price seems steep, reserve judgement until I explain what each mutation does."
It says "The advanced tier requires the use of a Shard during the operation" key word "operation"
operation = surgery, so no you can not get it from the obelisk.
At the moment, no. But, that is a feature I've been considering for a future update. No promises, I'm not 100% sure how to go about adding them to cultists yet. However, it is on my list of potential future features :)
Updated. Thanks for the report.
Looking at the line in question within my own xml, that appears to be from the Spinelauncher Tentacle's graphic data, which I had previously copied from the Flesh Whip in base Anomaly. Looking at Flesh Whip, Flesh Whip now uses "<useBodyPartAnchor>true</useBodyPartAnchor>", so it looks like that replaced "<useHediffAnchor>true</useHediffAnchor>". I'll test swapping the offending line. If it works, then I will push an update.
XML error: <useHediffAnchor>true</useHediffAnchor> doesn't correspond to any field in type DrawData.
From the: Hediffs_BodyParts_MaleficusMutations.xml file.
No idea if this will need a full update for 1.6 or not yet. I'll be testing it during my playthrough of Odyssey. Be patient
The endgame path of fully equipping Horaxian arms/eyes/legs is superb, because not only do you need to go through the trouble of gathering archotech implants, you need shards and serums to turn them into Horaxian parts... -which raise your mental break threshold, so now you need implants that lower that threshold and you have to stack whatever mood-improving stuff you can on your Horaxian super-colonist.
It's pretty fun, the only way this could be better is:
* If we had art to show Horaxian implants on the colonist, like how archotech eyes do
* More Horaxian parts--- Horaxian heart, lungs, liver... (maybe with a smaller mental break debuff for the smaller parts)
Perfect for my amoral Android Army colony.
Their ghouls are gonna be the bestest murder-machines ever with these horrid mutations.
No plans for that at the moment
The Archotech bodyparts are not affected by the Horaxian bodypart effects. However, they will be shown in the description of the Archotech bodyparts because they are an ingredient for the Horaxian surgeries. So, ignore those numbers, they don't apply unless you're creating a Horaxian eye; they were automatically added by RimWorld.
The usage of the word "mutation" is because base-game Anomaly uses it. These mutations behave as the base-game Anomaly mutations do.
Thanks for fixing it on your end! :)
I think I know what is causing that, but I don't think it should be changed. If your eyes are covered by clothing, you cannot see through them. It wouldn't make sense for an arm with ocular flesh, which is covered by clothing, to function.
Also, if I fix it, chances are that pawns with ocular flesh will lose their arms when I update the mod. So, there's that too. :)
That being said, I am not sure how to go about doing that at the moment. If I figure it out, I may include that in a future update. :)
Thanks for the suggestions and kind words :)
Thanks! :) I was not even aware it made the front page. That's pretty awesome!
As for future RimWorld mod plans, I don't have too many at the moment. Potential updates for this mod further down the line, after a bit of a break because I've played a lot of RimWorld lately. Between both Anomaly coming out and me developing this mod, I did two full-length, back-to-back playthroughs. Other than that, we'll see. :)
This is my first RimWorld mod, but I do have a lot of experience with making Skyrim mods before this. If you like my design philosophy and play Skyrim, feel free to have a look at my other work at my profile, Maleficus32, on Nexusmods.
Sorry, I don't know how I'd go about doing that at the moment. This is the first RimWorld mod I've made, so I'm not the most experienced yet. :)
Besides that, would it be possible to add a config option to make the tentacles a different color, like using hair color or something else?