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I did hear about some HAR breaking targeting of some stuff on another mod, if that is still an issue it might be worth trying without HAR and seeing if that changes anything.
That's always been my biggest beef with the sapience catalyst. Animals forgetting their training without regular maintenance is kind of silly in the first place as they are usually actively doing their job on the regular (hauling), but with sentience catalyst it should absolutely no longer decay.
That's because, well, it is too small for hauling. It is a separate issue from their smarts.
You could use the animal gigantiser from B&S or animal enlarger from Alpha Implants.to make them larger, which would enable hauling.
I have already spawned using the console and the same problem on other saves
Maybe try entering dev-mode and spawning in a catalyst using the dev-tools. It might be some issue with your save file.
Catalysts work fine for me with this mod, and I'd be surprised if vanilla was broken...
I'd suggest verifying files if you haven't already. Might be an issue with the RW installation.
If your game freezes then you likely have an error. Please upload and link to your player log file and I can have a look.
Also, try verifying files if you haven't already in case a mod (such as this one) is out of date. If you don't have the update for Ludeon's change then the targeting won't work, and that will indeed break stuff.
when i assign a colonist to use it my game freezes and i cant use anything
Lagging when using it? This runs almost exactly the same code as Ludeon since it is transpiled. If you think this lags then Ludeon's code lags too so it should be no performance difference either way.
Yup. Seems like Ludeon broke it. I'll have an update up soon.
"Fix: Sentience catalyst can target wild people."
[Craftable and Improved Sentience Catalysts] Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[defName="SentienceCatalyst"]/comps/li[@Class="CompProperties_Targetable"]) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3522764310\Patches\SentiencePatches.xml
Probably. Would probably be some This + VEF or B&S Framework solution if so though, because it may require messing with AI a bit more than a lightweight mod like this ought to.
Thanks. I've fixed the missing mod icon. :)
Booted up an old game and tested. It works on my machine. Without a log I can't really do much.
Could be a mod conflict. You could also try deleting the old catalyst and dev-spawning in a new one in case it is somehow broken.
@Masango
This mod doesn't change anything aside from the sentience catalyst. It doesn't touch terrain or tiles in any way really.
Harmless, I've just forgotten to add a thumbnail to the mod (it exists if you use my other mods). I'll update it to fix it though. :)
That is most likely the case. Ludeon changes trainability of the animal when the catalyst is used.
Probably some mod is caching the trainability or otherwise doesn't correctly handle the trainability changing.
Which would explain why it happens with or without this mod.
@McDuffie
I would be surprised if actual errors are Ludeon's fault. It is likely another mod.
The issue with pen animals is on Ludeon though.
It technically should, I'm quite certain that is a bug that slipped by Ludeon's testing, so I've reported it to Ludeon.
I'm going to wait and see if they will fix it before trying to hack into their code to fix it myself.
@Fenc, JonesXVS
Not seeing that issue here. Please provides logs. It is most likely a mod conflict.