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






Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
I'm not sure if its intended or not to be this many
My thought would be maybe the spores/fungus could emit a light glow? That way they could be easier to spot. Not sure if that's harder than finding a new asset.
It's okay, my only recommendation would be maybe make the spores themselves a bit more visible?
Once I see the fungus I send colonists to cut them all down, clean up ork blood and burn any corpses but the spores themselves are tiny black dots you can rarely see.
Like you said, I guess that's the point of them, but it makes it difficult when ork traders turn up and you have no choice but to kill them all haha.
Besides, I didn't expect people dislike lore-friendly orkoid spread, which tells why they are one of the biggest headache to the Imperium of Men. I'll redesign the mechanism in the future, after finishing Astartes / CSM update.
I use the select all tool to delete every spore and fungus I find, but without fail more will turn up a few days later.
In my game i was running the feral orks, slowly but surely establishing a tribe, and passively researching stuff as more Orks join the tribe. Raiding for gear, moving over from squigs and tamed beasts as mounts onto vehicles and using fuels. I'm at a stage where some of my heavy hitters have lost limbs and what not, ironically a squighog rider. And figured i could replace some limbs.
I am also running the Orks pack from Xenobiology with your patch.
Its been a long road, but its been fun so far ^^
@MADhorseKD As per feral orks, yes they don't have prosthetic surgery. I haven't decided how to implement Spacy orks, but orksnology based prosthetic will be added along with their armors and etc in the future.
But is it normal for these orks to not be able to get a prosthetic surgery?