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I see, thanks for letting me know, cheers!
>@Rook1830: just saw the message (you could do an alternative right now and use "total control" mod I believe that one allows you to restrict factions to specific equipment
Thanks for the recommendation! I haven't been playing rimworld since my initial message so I only got to reading the new comments here now. I'll try it when I get back to playing RW. Cheers!
dude survived the attack, rimhud showed health critical at 5% after getting attacked BUT the vanilla health bar showed that he still had around 27.000/28.000 torso health, so im glad to report that your mod works just fine! its just that there's a slight problem with rimhud not recognizing the health multiplication from elite bionic framework!
I'm working on the next update.
i will be testing stuff as well to try finding the problem and solution
Honestly, I don't know how it managed to deal that much damage...
my best pawn is equipped with all torso shrouds, with zenith torso shroud multiplying his hp by 10000%, eternium duster, overall blunt and sharp armor 200%. he's basically a superman rn, but that one shot that happened to hit him in the torso wrecked his health lel
Do you use the mod un-limited?
i need help with something. i have installed aotc, void, elite bionic framework, and no more lethal damage treshold. one of my pawns have full zenith bionics that adds ton of multiplication to their health but when he got shot by slug turret, the damage took 1/4 of his max health...
so what is going on? he should have tons of max health due to zenith bionics but 1 hit attack from a slug turret that happen to hit him manage to damage him significantly?
i posted this question in each of the mod pages just in case if anyone has the answer to this
thanks @Green
i first noticed this from the old mods (im using version 1.5) and hoping to solve this by updating to this recent mod, but nothing happened so far
do i need to restart my colony since its too late now
any help is appreciated
@Lucasif Nanites are from another mod.
@omul I'll check it out. Normally, it should have been okay, but I'll see what I can do.
@Blackadder I'll look into it asap, before I work on the next big upgrade.
@MonsterAddict6000 As Donked said, you still need light. Does it work when you place them next to a sun lamp, or outside?
@Curse187 I am going to try to do it without needing to use another mod to do so, however, if the mod works, I might end up using it.
Explodoboy, my old friend, i got a mod made you might like: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3527443675
"Player's Only Lib "
It keeps the world generation, NPCs and the like from generating with the items/materials.
That way, the NPCs won't suddenly spawn with any of these god like items.
Thought you might actually like this to keep NPCs from not having those catastrophic lancer weapons. This also means you don't have the make the prices of these items outrageously high too. You can balance things again.
If i'm wrong about the usefulness of this mod, sorry. Just trying to help you ^_^
Anyways, see you around, and have a wonderful day/night.
@Rook1830 That's planned.
@FosterTheSheeple The enigmatic bionic forge is in a sub menu on the stellar bionic forge.
@Wafflasy It is in a drop down menu on the stellar bionic forge.
@Jeremie I tested, and it should already be done.
@CordialVillain The philosophy is different. BoR is made as a balanced fork of AOTC. This mod, on the other hand, is a continuation of AOTC that keeps a similar philosophy of "let's make things absolutely OP".
In my opinion, AotC has slightly more content (such as defense turrets), but BoR is differently balanced, and meshes better with Vanilla instead of simply adding its own version of everything. BoR is also CE compatible out of the box, while AotC needs to be patched.
Maybe I could be helped out?
```
Config error in Table_SNS_CosmicDrawer: has costStuffCount but no stuffCategories.
Config error in SNS_Item_BionicLung_GenIV: description has trailing whitespace
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4A' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4B' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4C' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
```