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The sanguophage idea is interesting! However, my design principle is to not disable or override base game content. I might explore something like that as an optional sub-mod down the line, but it won't be part of the core mod.
The feeding type, apparently I had the wrong name. It's the White Rose's unique bloodfeeding option from Big and Small - Vampires and the Undead.
I'll provide the error message when I get home from work to the discord, because I do recall it providing one but didn't think to copy it down.
For future bug reports, please use the bug-reporting forum on the community Discord (as noted on the workshop page) or at the very least include:
- Your full mod list
- Player.log file
- Exact reproduction steps
- Clear description of expected vs actual behavior
This report lacked critical details. It took considerable effort to determine that "vampires breaking psycasting" specifically meant "psycasters losing VPE abilities when embraced," not "vampires can't become psycasters" or something else. More precise reporting helps me fix issues faster.
About Feeding Management: it only handles the vanilla Bloodfeed and my mod's Feed ability. If you're using a different feeding ability from another mod (Blood Rose doesn't appear to be on the workshop, is it a custom/private mod, or has a different name?), that's not supported and would explain the behavior you're seeing.
Not sure if it is because I am using a Blood Rose vampire's bloodfeeding instead of the standard bloodfeed from Biotech.
I just couldn't find anything in the documentation saying that that was intended, is all.
@The Don Not really, only Salubri have a (very) poorly drawn third eye. Also the two "Form" abilities do temporarily change the model of the pawn
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <46372f5dadbf4af8939e608076251180>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Window.InnerWindowOnGUI_Patch1(Verse.Window, System.Int32)
[Starsky's Plant vs Zombies mod, UnityEngine.IMGUIModule.dll] UnityEngine.GUI.CallWindowDelegate(UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style)
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000f4] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Def def, Verse.ThingDef stuff) [0x00032] in <46372f5dadbf4af8939e608076251180>:0
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x0010c] in <46372f5dadbf4af8939e608076251180>:0
- PREFIX OskarPotocki.VEF: Boolean VEF.AnimalBehaviours.VanillaExpandedFramework_Dialog_InfoCard_FillCard_Patch:Prefix(Rect cardRect, Dialog_InfoCard __instance, Thing ___thing, InfoCardTab ___tab)
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x0029f] in <46372f5dadbf4af8939e608076251180>:0
the part 1 :
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B76C8BBB]
at RimWorld.CompProperties_Serum+<SpecialDisplayStats>d__1.MoveNext () [0x000b0] in <46372f5dadbf4af8939e608076251180>:0
at Verse.ThingDef+<SpecialDisplayStats>d__407.MoveNext () [0x01af7] in <46372f5dadbf4af8939e608076251180>:0
at VEF.Apparels.VanillaExpandedFramework_ThingDef_SpecialDisplayStats_Patch+<Postfix>d__0.MoveNext () [0x0006f] in <c121069cfe524275886e4548a6524809>:0
at System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) [0x00059] in <51fded79cd284d4d911c5949aff4cb21>:0
Exception ticking hediff (Noct_VampireFangs jaw ticksSinceCreation=987) for pawn Victor. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 77694A6E]
at CombatExtended.Verb_MeleeAttackCE+<DamageInfosToApply>d__37.MoveNext () [0x00693] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at CombatExtended.Verb_MeleeAttackCE.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo target) [0x00092] in <fb4c7875773b4d4e8d309407c7a64d23>:0
- POSTFIX co.uk.epicguru.meleeanimation: Void AM.Patches.Patch_Verb_MeleeAttack_ApplyMeleeDamageToTarget:Postfix(LocalTargetInfo target)
If you get any error messages that seem useful or anything in the logs feel free to drop in on discord and share it, I can take a look and if it's something I can change in my mod to fix, I'll do it
They don't have food or need sleep. If you account for the time spent on fulfilling those needs they are active for approximately the same time as a normal pawn. Also the mod DOES make nights longer. Also, you can disable the entire Day/Night system in the mod settings.
@Lizard Thank you! I do have plans for future content, but it will most likely be done early next year. The rest of this year I'm working on other projects and mostly do bugfixes/small updates on this mod. The first thing I will work on next year is likely hereditary ghoul shenanigans, after that I was thinking about something like bloodlines, but just to not give false expectations, I do not plan to try and implement VtM style bloodlines, as in almost "minor clans" on their own, but I plan to give it my own spin, in a way that I feel would work with RimWorld
And I absolutely don't mean to rush you or anything, but out of curiosity do you have any plans for implementing the minor bloodlines and their bloodline disciplines in the future?
Thank you, I really appreciate you taking the time to translate it! If you find any issues, or need something exposed to the language files that currently isn't please let me know and I will make the changes necessary!
I looked into it a bit more. Draculs not being able to progress was caused by a bug in my mod, fixed it. Now they can correctly go from Dracul Neonate to Dracul and so on. Embracing them as a vampire from this mod removes their Dracul Maturity hediff, stopping them from progressing as a Dracul, because otherwise when progressing their genes from my mod were removed, leading to errors.
Also, now my Feed ability respects the No Blood gene
Frankeinsteins seem to work, except the "No Blood" gene doesn't do anything for vampires for my mod, they can still feed on them as normal
Lycanthropes switch back to their human form when embraced, but it seems to fix itself the next night
Dracul bloodfeed doesn't seem to work on vampires. When testing Draculs didn't progress their stage, don't know if that's somehow caused by my mod or not. The can technically be turned into vampires, but they end up having both the Bloodfeed ability from Big and Small and the Feed ability from my mod, and they lose their Dracul fangs, as it gets overwritten by my mod's vampire fangs, so they can no longer infect others with vampirism. I'm not sure if they can progress their Dracul stage while vampires, since it didn't work for me even without turning them into vampires.
Overall, they can work together, but it's probably best not trying to turn a Dracul into a vampire
For reference, I was trying to describe that the day/night cycle was "normal" and my vampires were waking and then going unconscious at the rate that would be expected in an area by the equator, despite it being Decembary.
Hey, I'm not sure I completely understand what you mean. Under normal circumstances (unless some mod specifically changes it), you start in the summer month of the hemisphere you play on (Decembary in the south, where you play, Jugust in the north). In both cases this means you're starting at just the beginning of the "polar day". This would normally mean that (after a few days of adjusting) the sun won't set, my mod doesn't stop that from happening, just makes the nights longer while there are nights to make longer.
If the light level doesn't stay above 0% for the entire day during the summer month of your hemisphere that is very strange, and shouldn't be caused by this mod. It's probably the easiest if you hop on the community discord, because if I understand the problem correctly, this will require longer troubleshooting, probably screenshots and save file with a full modlist to figure out what's happening exactly
@Chbost Thank you! Hope you'll like it!
@Roque the Rogue Thank you again! Let me know what you think about the new rituals!