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






good mod
<part Name="Examiner" Unknown="BaseUnknown" Alternate="BaseUnknown" />
if (_GameObject.genotypeEntry == null)
{
Popup.Show("This creature has no genotype.");
}
I get a popup with "This creature has no genotype" and the tonic is used
If i modify it to apply a genotype i get the error that genotype is read only. i'll see if i can figure a way around that. i've added you so i can message you as these comments are pretty limiting
https://pastebin.com/MRQfGvQm
With precog enabled the tonic gets used up but there is no effect. I have some other mods, not sure what is going on.
which is normally from Sifrah, but Sifrah is a mod owner by a caves of qud dev that just activates already existing code, do you think that could be gotten rid of in any way shape or form ?
@IllegibleScream I like the idea, I may get around to it soon!!!