边缘世界 RimWorld

边缘世界 RimWorld

Wolfein Race Gene Patch
30 条留言
HARIAK 10 月 13 日 下午 12:54 
I'm encountering errors in RimWorld (1.6) during world generation with Wolfein Race, RimTalk, and AlienRace. The Gene_MeatLover triggers Thought_Memory events, causing RimTalk to access null player faction or invalid map indices. Errors include "Could not find player faction" and "invalid map index 0" in PawnService.cs and PawnSelector.cs. Please check compatibility with RimTalk or add checks for faction/map initialization.
HJZ2333 10 月 3 日 下午 9:20 
不是哥们,怎么反抗军连我都打啊(恼)
hongbin.wen 9 月 7 日 上午 8:43 
谢谢大佬
摆烂之王 9 月 5 日 上午 7:21 
生成的沃芬派系里全是智人种,控制变量把所有mod都下了只留沃芬进游戏仍然有这个问题
造雨妹妹 8 月 8 日 上午 12:27 
创建世界时所有沃芬有关的派系都显示100%智人种,用其他种族mod没出现这个问题 :steamsad:
瓜鸽  [作者] 8 月 7 日 上午 12:21 
@SleepingPigNeverSleep 是的 反抗军是隐藏派系所以没有据点
SleepingPigNeverSleep 8 月 2 日 下午 12:18 
Hans20080902 的問題應該是創建世界那顯示 100%智人種 感覺是個小bug
另外我發現反抗軍不會生成據點 這是預期的嗎?
瓜鸽  [作者] 8 月 1 日 下午 11:46 
@Hans20080902 -派系据点里有部分智人是正常的,但如果是刷出的袭击都是智人种就有问题了。
Hans20080902 8 月 1 日 上午 3:58 
大佬我想问一下,我在创建世界界面,看到两个沃芬族派系都是100%智人种,这是正常现象吗
↓↓Wolfie 7 月 14 日 上午 6:01 
I did the Gravship start, edited the scenario to use Wolfein colonists as the group, then I had to go in with Character Editor and add vac suits to them so they could survive the initial section. However I created an Ideoligion for them where there is preferred Xenotypes of only Wolfeins and Yttakin, and they hate themselves and each other ("I am dislike xenotype." & "Tons of disliked xenotypes."). If I edit them to be no longer baseliner, but go into xenotype editor and instead to be the "Load premade > Wolfein", and remove the negative hediff about wrong xenotypes, they immediately get it back. Like they don't even recognize their own race.
瓜鸽  [作者] 7 月 13 日 下午 8:51 
@↓↓Wolfie If you want to play this race with a new DLC start, I recommend using the Character Editor mod to change the character's race and modify their genes. Normally, if the starting character is human, genes from other races won't be displayed in the top-right corner.

As for clothing, the apparel restriction option in version 1.6 currently doesn't work (because using the HAR dev version for testing causes the game to freeze, so the option has been temporarily disabled). Wolfeins can wear vanilla clothing directly, and the race-specific spacesuit was updated just yesterday.
↓↓Wolfie 7 月 13 日 下午 8:25 
Researching further, I've even used Xenotype Spawn Control to pepper Wolfeins/Pures into the potential for Gravship Crew to no avail. I even tried setting the Wolfein as 95% and Pures as 5% as per the factions (Resistance and Mega Corp).The option should be listed since it's possible for Gravship Crew to be that race, but it won't display. Nothing under the HAR button either except Human (crew member). Is there some incompatibility with the fact that the scenario starts the Gravship Crew in the suits for space, whereas the race is starting them in the Wolfein outfits making it impossible to select them? I've turned on the option to allow Wolfeins to equip other apparel than their own in the settings for this mod. I'm not sure this was tested much at all for 1.6.
↓↓Wolfie 7 月 13 日 下午 6:08 
I should also add, I had Ideology loaded also and it let me set preferred race as Wolfein to that, so it knows what Wolfeins are that way also, lol.
↓↓Wolfie 7 月 13 日 下午 6:04 
Whenever I go to do the story of The Gravship for Odyssey, whenever I go to pick the colonists, and select the xenotype in the upper right, the Wolfein isn't listed. If I go into the xenotype editor, the traits are there, just won't for some reason let me see Wolfein as one of the options to load into it. :( Can you help?
瓜鸽  [作者] 6 月 22 日 上午 8:22 
@CloudSeeker It was intentionally designed this way, because combining it with a melee-focused character might make their melee abilities overly powerful.
CloudSeeker 6 月 22 日 上午 3:24 
There is a issue with the Jungle Law gene. If you create a xenotype with weak or strong melee, the Jungle Law gene does not become inactive.

Is this intentional or just a bug?
黄瓜妖精若叶睦 6 月 14 日 下午 9:02 
在1.6版本使用时,开局捏人界面选择沃里芬人种会卡一段时间,选择好之后点随机生成,也会卡,甚至直接把游戏卡掉了
瓜鸽  [作者] 5 月 20 日 上午 1:56 
@ǝʎǝpɐǝᗡ-soɐɥƆ Yes, the low planting ability is intentional. As a race that is more inclined towards combat, it is a more obvious flaw.
ǝʎǝpɐǝᗡ-soɐɥƆ 5 月 20 日 上午 12:39 
Hey I recently started playing with your race mod and I noticed something. I don't know if it's intended or an unforseen side effect but your meat lover gene reduces the harvest yield so much that a Wolfein will fail around 80-90% of their harvest attempts even if their skill is at 16.

Just wanted to let you know. Keep up the good work. (^.^)b
瓜鸽  [作者] 5 月 12 日 下午 11:20 
@路人 已添加繁中更新
路人 5 月 12 日 下午 7:30 
作者方便做個繁體翻譯嗎?球球了
Rex705 5 月 8 日 上午 4:12 
Why not just make a Biotech version of the Wolfein Race? The broken HAR is not needed if you have Biotech.
半颗草莓仙 5 月 6 日 上午 9:17 
总算能玩了!不枉我等这么久:steamhappy:
边缘世界炒饭智能 5 月 4 日 上午 8:17 
@瓜鸽 那其他种族mod是如何解决这个问题的呢?变成智人后再写一个植入基因吗?
瓜鸽  [作者] 5 月 4 日 上午 1:38 
@边缘世界炒饭智能 开局需要手动选一下基因,这个暂时没有办法, 因为植入基因会先把小人变成智人种再操作,所以种族必须要把智人种放进白名单,不然同名基因不会覆盖,会同时存在复数一样的基因。
边缘世界炒饭智能 5 月 4 日 上午 12:56 
为什么打了这个包之后游戏里的沃芬还是默认智人种啊
瓜鸽  [作者] 5 月 1 日 下午 8:22 
@RojoMuerte Yes, because this mod requires Wolfein Race as a prerequisite.
RojoMuerte 5 月 1 日 下午 1:22 
If you have this do you still need Humanoid Alien Races?
Head 5 月 1 日 上午 8:45 
excellent mod :D
UncleRippu 4 月 30 日 下午 12:51 
so uhhh, what do these genes do?