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报告翻译问题






The breeding generators from Rimatomics still produce more than the atomic one. The Atomic arc produces ~ 150k energy I believe, but is way easier to refuel than the rimatomics generators.
At the 3rd stage in the tribal village the tribals do not turn hostile of you use harmful psycasts on them. I managed to have them kill 2/3 of their own group with beserk and beserk pulse until time ran out and they turned hostile.
@BANGBANG: The only thing that's unique to the inventor is their ability to craft ARC components. Everything else can be done by your colonists, provided they, personally, have studied an ancient ARC. You must let your actual builder(s) study it, not just anyone. If you have multiple builders, each one must be brought to an ancient ARC and told to study it (one ARC can be studied by multiple pawns). It basically gives them a hidden hediff that unlocks the ability to build and upgrade ARCs.
i was expecting frostpunk and got this lame energy generator
guys at VFE shouldn´t be scared of adding a non VFE mod as requirement/option for your mods if it allows you to improve the mod,
this ♥♥♥♥ needs integration with dubs central heating and maybe something that adds "areal temperature" or sumtin
When looking in the Dev Mode "View Quest Chains" log, it says that the State is "EndedOutcomeUnknown" and Outcome is Unknown.
I have a similar problem with the Cryptoforge quest. The only one that seems to still be working is the Deadlife quest chain.
Thanks for any help!
ALSO, MORE OF THESE MODS PLEASE!
I didnt realize that the "ARC: Exalted" from transhumanism had that modifier on it. Any idea how to prioritize maintenance so theyll keep it closer to 100?
Seeing if I can get a proper bug report sent through hugslib now on the above form.
<futureQuests>
<li>
<mtbDays>60</mtbDays>
<questDef>VQE_Deadlife_AncientSilo</questDef>
</li>
<li>
<mtbDays>1</mtbDays>
<questDef>VQE_AbandonedARC</questDef>
</li>
</futureQuests>
(I presume you understand XML terminology. If not, look it up, or ask nicely.)
In your save file, in the element '<li Class="VEF.Storyteller.GameComponent_QuestChains">', you will find an element 'futureQuests'.
Now:
1. find the folder for the VQE mod you're having trouble with
2. in the "Quests" folder, find the XML file defining the next quest in the chain
3. at the top of that file, find the defName of that quest, f.ex. ' <defName>VQE_AbandonedARC</defName>' for the second Generator quest
Back in your save file, create a second '<li>' element in the 'futureQuests', set 'mtbDays' to whatever you like, and the 'questDef' to the one you found.
Load your game, and either wait for the MTB to trigger it for you, or use dev mode to start the quest that will now be listed at the bottom as a future quest.