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报告翻译问题






I get red error spammed, "exception ticking bulbfreak" and when i reload the game, everything's fine, but the servant that caused the error (in this case, the bulbfreak) is stuck; it won't move, no matter what i do. I have no other mods except Harmony, which is required.
I'm glad the bug was fixed, it confused me greatly :'D
@Geisthander - Mycelium ferrite only applies its rotstink effect on enemies, and it applies it faster. It also allows regular plants to be sown on it.
@hojorabbit._. - This issue should now be fixed.
Сам мод примерно на 7\10
Выглядит и играется отлично, спасибо за хороший мод, буду следить и ждать больше контента!
Кстати, гнилая земля-та еще боль в пятой точке, то что она заражает ВСЕ виды полов, крайне мешает жить, если бы она работала только на естественные(земля, пол пещер), было бы круто, а так... крайне пропадает желание строить красивые поселения видя как весь ол зарастает блевотой...
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615714136
I have a servent that is also a Vanilla Genetic experiment.
According to the pawn inspection, it should be a 280$ pawn, but as long as it is alive, my item (yes, item) colony wealth have a value of NaN.
If I destroy the servent (with dev command), the value of the colony return to a 6 digits number.
Do you mind some questions or should I just wait to discover it with testing?
Same for some suggestions, though at least some of them would need to wait on question answers one way or another.
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3564775477/669474588663723464/
Only mod enabled, dev quicktest, godmod, build grave/sarcophagus, kill pawn, burry pawn. Yellow error spam and the burried corpse is slowly being digested. Log and all inside the post.
@Geisthander - This is correct, servant creation is based solely on body size. Below 1 creates small servants. Above 2.1 are large servants. Anything in between is medium, and all human corpses will create fungal ghouls.
@NumberHydra - This should now be the case.
As for everyone asking about the rotten soil, a new building has been added that functions like the fungal node, but only upgrades existing rotten soil instead of spreading any. This should allow you to completely ignore the rotten soil mechanic if you do not enjoy it.
i just cant get mine to eat, or do they only eat meat?
The only thing I have not figured out is the small servant hauling issue. There's plenty of people noting that small servants do not haul on their own for them. Playing solely with Mycohazard I don't have this problem, so I assume it must be a mod compatibility issue, but I don't know what mod would cause it. Any ideas regarding this would be appreciated.
And to answer @Air Bear's question, all fungal implants are made at the bioferrite shaper.
Also, yeah, like a lot of other people, the rotten soil is kind of frustrating. Being able to contain it to specific areas and suppress its effects with certain kinds of floors would be appreciated.
I feel like this mod would be awesome if it replaced some of the things it took away - implantable lungs to make normal colonists adapt (maybe it could nuke their social skills or something), some kind of meat solution, since all of my 'meat' is going to the myco trees and the humans are going to the cerebrum trees, or they're becoming zombies.
If you want to cover the whole map in the fungal tiles, give us some kind of floor tile that still functions. In case the player still wants to do faction questlines.
I've been buying nexus burgeons off of shaman traders because this seems to be the best way to gain new potential recruits - much faster than using the cerebrums to expand power.
I havent seen any fungal implants or figured out how to make them yet but theres plenty of regular tech buildings I havent unlocked yet so maybe I just missed the research or something.
Unfortunately I don't think there is a super easy way to change the function as written to let you "fence in" the spread as it calculates by area, not as a ray or flood fill function. So even with those changes, if you put a wall around it with a contained radius smaller than the previously mentioned maximum radius, it will still spawn beyond the wall (this is why putting your node on an island will not stop the soil from covering the whole map).