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报告翻译问题






@flemingluiz terror effect is from the Battlecry mod; sometimes characters from the neighboring parasang don't unload immediately and can still do things, the log moments will be cleared on the next iteration of the Battlecry mod
You can use left click, since grass cutting is set to smart use. And if we're talking about vanilla autoexplore, it seems like it doesn't react to vegetation at all, or did I misunderstand something?
I just wanted to give you player feedback to this awesome mod.
from Web Accessibility In Mind (WebAIM) [webaim.org]:
"In general, if the content flashes more than three times per second, is notably large (a small animating image would not cause a seizure), and has bright contrast in the flashes (especially if the color red is present), it may cause a seizure and must be avoided."
Emphasis mine. I don't blame anyone for not knowing this stuff tho; heck I forgot about the red issue until just now.
I think there's an option in the base game to turn off large flashing effects. Because the random encounter flash is quite large, for accessibility/safety reasons I was asking if it switches off when that option (or a similar option in that section) is toggled. I'm not at risk myself, but I like paying attention to these things because a lot of people don't know about them. I might be misunderstanding how the safety feature works in-game though.
- now overgrowth and branch do nothing bad at all (as I promised, now they do good things, for which you need to burn them and cut them with dagger).
- each cut or burned bush gives 2 Skill Points (you know that case when you need 25 Skill Points for a new skill, but to the next level you have 1 million XP left, now you can just cut grass, this is grind, this is a reason to engage in the mechanics of cutting and burning grass. Just double dare you to say this is NOT IT AGAIN!!!)
- some overgrowth can be harvested to get seed-spitters seeds, which can be deployed in difficult situations to shoot back at enemies (you can play as a simple watervine farmer and arrange plants vs zombies).
- verdant ovum can be picked up, whole has a some value and can be sold, broken is worth nothing.
- you can crack verdant ovum to find out what's inside (currently nothing is inside, I haven't finished this mechanic yet, so it's always empty)
Canyons could be really annoying, so i have an idea to make custom mini-dungeons there at strata 0, to give a reason for traveling there; but that'll be later in another mod.
i didn't quite understand the question, what was that about vanilla flashing effects?
All it needs now is a way to accidentally poison yourself while foraging for snacks.
And since you don't like the trick, I'll come up with a great treat so that it has to be done!
A new update is coming soon, I've already got pet-style features there, just need to finish some moments.
- instead of getting stuck, you can now prick yourself.
- added extra description for the biomorphosis cocoon to make it clearer that you need to wait for the HP change effect to occur.
Downloaded myself an Approaching Infinity and got a bit hooked).
So here's that small update you asked for, removing the stucking in the grass (now it won't be so annoying).
That's it for now, and I'm off to explore the galaxy!
Thanks for the warm words - it’s always a pleasure to hear those)
I didn't pay a visit to Barathrum's underground bureau yet, but I fear it might be overgrown if you didn't add it to the exception list. Also, the space haven? It would be a real shame if it was overgrown. ;-p
- exeptions for Freehold and Stilt
It's a good thing the thicket doesn't have a chance to give glotrot... yet.
I've got another trouble: Yd Freehold is overgrown with thicket and disgusting puddles: the cafeteria, the library, the guest rooms, the lounge... everything! Where has gone all the luxury? Moreover, I worry the denizens might go ill if they move into a puddle of poison and contract bad things. I didn't encounter it yet (I didn't overdo my stay there...) but I'm a little bit anxious they might contract glotrot..
Just use the damn flamethrower!!!
@ MANTIZZLE RIZZLE DIZZLE any mod is better installed on a fresh start, that's the most common question for any mod, and I'm giving you the most accurate answer for any of them.
@LitLuigi73 I feel the same way, watervines are annoying, I'll probably reduce their stickiness, the mod is still in the tuning process.
- Reduced the chance of damage from branches.
- Made the overgrowth effect also apply to scumgrass, watervine, brinestalk.
- Added decorative broken eggs (for now they do nothing, later I'll add functionality to them).
- The sapwomb sprite was part of the Cycle Of Life mod; now the sprite is included in this mod and no longer requires Cycle Of Life.
- Sapwombs no longer belong to any faction, so NPC won`t attack them. To kill a sapwomb, use CTRL+Direction or the context menu.
- Phased creatures don't get pricked, stuck, or poisoned anymore. (as @uhhhHHHhHhhhhhhh asked)
You should try the biomorphosis cocoons - it’ll digests your world upside down.
I've already accumulated several creatures that aren't used in any packs. Once there are enough of them, I'll separate the spitter and waderoid into this pack, but for now, they'll stay as is.
- Several text and sound fixes.
- Added Seed-Spitter animated sprite.
Don’t hold back - drop your comments and feedback! I love reading every bit of it.