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<li Class="VanillaGenesExpanded.GeneExtension">
in GeneDefs_Cosmetic.xml to
<li Class="VEF.Genes.GeneExtension">
because vanilla expanded framework rename it.
After you do this, there are no more red error.
I'll try and fix that soon. It seems that it's trying to patch something from Anomaly when you don't have the DLC. I must've left the patch as part of the base game patch folder, whoops.
[Starei's Florian Xenotype] Patch operation Verse.PatchOperationAdd(/Defs/PawnKindDef[@Name="MutantBase"]/xenotypeSet/xenotypeChances) failed
file: /home/user/.steam/debian-installation/steamapps/common/RimWorld/Mods/Starei's Florian Xenotype/1.5/Patches/PawnKindPatch.xml
[Starei's Florian Xenotype] Patch operation Verse.PatchOperationConditional(/Defs/ThoughtDef[defName="SoakingWet"]/nullifyingGenes) failed
file: C:\SteamLibrary\steamapps\workshop\content\294100\3310020641\1.5\Patches\SoakingWetPatch.xml
[Starei's Florian Xenotype - Start of stack trace]
Verse.PatchOperationAdd(xpath=""): '' is an invalid expression.
Verse.PatchOperationConditional(xpath=/Defs/ThoughtDef[defName="SoakingWet"]/nullifyingGenes): Error in <nomatch>
[End of stack trace]
Artemids from Vanilla Xenotypes Improved have acid spitting but otherwise go down pretty easily, Phytokins are the tiniest bit harder to knock down with their barksin but lack combat capability and Toxinborn from Biotech Style Xenotypes are terrible fighters as well.
I love these xenos but needing to protect them with non-farmy xenos on farming-focused playthroughs (in fact, most combat-heavy xenos SUCK at farming, and you often need those in particular to make up for the farmers sucking at fighting) feels meh.
There's seems to be a funny trend of the farmer xenotypes very easily getting their butts kicked, which feels like a recipe for them to always be food-providing underlings of other xenotypes. It's nice to now have a somewhat tough xeno working the fields alongside them, keeping them safe, and better yet one that's culturally inclined not to be jerks.
Thorns away!
New starting scenario where you start with four florian who escaped from a slave caravan or orbital ship (whichever I can get working better); you get chased down after 7-10 in-game days
A 'civil florian union' outlander faction (appears as an optional faction). Ideo isn't too crazy; similar to standard outlanders but with incendiary weapons removed from the pool.
You have any plans that make more xenotypes?
And yes, they are on the opposite side of the spectrum to wasters, and impids to and extent as well. I almost wanted to make a faction for them which would always generate with nature primacy, but I couldn't come up with a way to implement it without just making another generic tribal clone
Also this is awesome and definitely going in my "mad scientist plays catch-em-all with xenotypes and whips up some of his own in the lab" playlist. I can also tell these guys would love and no doubt be loved by phytokins. Having poluxkins on hand especially would be seen as good fortune.
Them being plenty able to fight, in fact having those thistles, despite being slaves is interesting. Are they descended from mutants that used their abilities to rebel against and escape from their masters, hence so many no longer being slaves? Or were they just a self defense option for dangerous wildlife while cruel masters could simply whip out fire and tox weapons to deal with rebels?
I can almost imagine them being an opposite to wasters, deliberately spread to ecologically lovely or valuable worlds to act as inhabitants strongly invested in *preventing* pollution, and capable of holding their own against those that'd destroy their home.