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报告翻译问题






find the entity ID (e.g. the good-aligned civilization of all snake-type people in this mod is called GOOD_SNAKE_ANIMAL_PEOPLE), then in your university mod, make a new raw like:
[SELECT_ENTITY:GOOD_SNAKE_ANIMAL_PEOPLE]
[PERMITTED_BUILDING:WORKSHOP_NAME_HERE]
[PERMITTED_REACTION:REACTION_NAME_HERE]
do this for each entity you want to include. fear not for this is a fast job.
note: for reactions, you can skip all that now using [WORLDGEN_ENABLED] & [FORTRESS_MODE_ENABLED], which automatically grant access to all entities, modded or otherwise, that exist in your world.
So if it's easy to fix, can I ask you to make a guide what to edit so they would work, please? It would be too demanding to ask you to patch all the mods plus there could be more in the future, so I think it would be more productive if you would write I a little guide what to edit in X mod to make it compatible.
@Orbmaniac no special instructions for usage, for load order id recommend just leaving it at the default bottom-most position
for humans, their creature id is HUMAN and their entity id is PLAINS
for goblinsm, their creature id is GOBLIN and their entity id is EVIL
as for how many times exactly you need to copy paste their name, theres no right or wrong answer, the game just uses it as a distribution weight (this is a bizarre thing the game does), so, make the list longer and they will appear more commonly in your generated worlds and vice versa
just take this and swap the entity name (for example, the dwarven entity is called MOUNTAIN) for whatever modded entity you want to increase the spawn rate of, and swap DWARF for the id of their respective creature. then just save it as entity_spawn_rate_patch.txt and throw it in the /objects/ folder of whichever of these mods you load last.
as for whether it includes the fixes for animal people that that other mod has, yes, it would appear so!
Also does the mod include the fixes that Animal People Redux does as I use it so is it redundant in this case ?
-updated the mod for DF version 52.03 (the dyes update), all animal people civs can now utilize all the new dyes stuff
-used this version as an opportunity to generally clean up the mod. the raws are more readable and various improvements have been made, most notably the fact that entities in freezing biomes were made very poorly and causing lots of farming-related worldgen rejections. you can now, for example, set # of civs to max and it will generate worlds within the first couple tries, unlike before where it was impossible, and i owe an apology to the countless people who i told were experiencing a vanilla bug whenever they reported this. i always knew this was a problem, i just didnt know it was my fault until recently, and having been given an excuse to patch this mod i am now happy to include this fix in it.
everything should be working well
they're now in appdata/roaming/bay 12 games/ (on windows)
Suppose I should add that I noticed a weird issue where despite effectively trying to force them to spawn via the file, certain civs just don't show up. Might just be the low civ count worlds I'm generating but I would expect the civs I'm promoting to show up first, but I still get civs not included in the file showing up instead of one of the various other critters I have listed.
You could do this for any other type of civ. For example, if you wanted to generate worlds that were more likely to have civilizations of toad men, you would select the [AMPHIBIAN_ANIMAL_PEOPLE] entity from this mod and paste countless additional (a lot) instances of [CREATURE:TOAD_MAN] into their file.
Let me know if that clears it up.