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报告翻译问题
I'm not familiar with C# at all, and attempting the IED throws errors for me.
Thank you for your submission. I have gone through each of your pushes with Text Compare, and have implemented the three lines of text that were different. In the future, please direct me to towards what you actually changed, as it makes the process far smoother.
I have not touched the namespace as frankly I don't even know what to do with it.
- various 1.6 specific changes https://github.com/prototype99/Rim-of-Madness---Bones/commit/676a0de9579229b12e0157ce00dcc45f79e6a459
- fix namespace from vampire to bonemod https://github.com/prototype99/Rim-of-Madness---Bones/commit/7904a1b647b62f27e45281ef14f3b11bbfdcc6b5
- remove alpha animals that no longer exist from patch https://github.com/prototype99/Rim-of-Madness---Bones/commit/8f62b05d91a4b1dbd197c6c62907fafac01c525a
Worst case scenario, I'll see if I can revert to an older version.
Don't expect a fix right away, but I'll hope to get it done by the end of the week.
Here is the error log:
https://gist.github.com/HugsLibRecordKeeper/5bb2883048342d631be39c6effa7f339
If I were to guess the issue though, it's that this mod works by patching every single creature with a 'bone' value when they're created, and creatures which already exist prior to the mod's installation would not have that field.
(Quick note: the description still says GB in 3 places instead of MB. Also the thumbnail image still has a 1.5 tag in the top left corner)
Fixed on the original mod.
The way I've set it up, this mod can be taken out and replaced with the actual version at any time, so it should be safe to replace mid-save.
If it helps, this is off of a Vanilla Furniture Expanded - Production's "Electric Butcher".
Original modder here. Planning to update sometime tomorrow. May I backport some of your patches into the original with credit? Trying to get in contact to update the sprites as well.
That one's a lot lower priority though, since it's rather unbalanced in design, and I'd need to tweak just how expensive I make it. (My rebalance mod I'm slowly putting together has it set to 25 skulls, a much easier to accomplish number than 200, but that one's not quite ready for release just yet)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2992142409
ive missed this mod so much!!
Okay, I looked through them:
Vampires: No. Sanguinophages are basically the same thing and there are more than enough alternatives for it... Plus Jesctools is a mess.
Werewolves: No. Again, Biotech is better suited for this, and besides, it's more complicated than I'm able to work with.
Spiders: Maybe. If anything, they'd be rolled into a larger creature mod, rather than be standalone. I would need to commission an artist to make sprites for me, in that case.