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报告翻译问题






Let it have a cooldown before it wants to play again.
There is a trait I'm wondering why it isn't in vanilla, but I'm also not sure what the effects would even be? It's "Boisterous", to represent a pawn having a similarly loud and outgoing personality to Bobby B from Game of Thrones.
Man, I love the Rimworld modding community. I need more game crossover mods.
Great work!
@Altogolik The workaround is to have the poker table but zone the pawn out. However, I’m starting to feel inclined toward your suggestion because I think people either don’t read or won’t think of that, which causes them to lose important items and then come back complaining. So, thanks for the suggestion
It is really cool mod
Regarding the bug, it should now be fixed. It was an embarrassing typo that others have just reported. Thank you for letting me know
BTW, there's a bug report:
Could not resolve cross-reference to RimWorld.TraitDef named Whip (wanter=conflictingTraits)
Regarding your second question, I had a look and think it’s a nice little mod, but I feel it might be difficult to implement exactly what you want. If you’ve read through the infographic, you’ll see most traits are designed with major trade-offs or situational benefits. For example, Spiritual would suck for a fighter since they can’t initiate attacks, but it’s great for your psycaster. Therefore I’d suggest using the other mod’s settings to decide how valuable each trait is for your own play style.
Could not resolve cross-reference to RimWorld.TraitDef named Whip (wanter=conflictingTraits)
Full log: https://gist.github.com/HugsLibRecordKeeper/bd296fe00767109c837d55be31d21d9a
Also I was wondering, would you perhaps consider adding support for [SYR] Trait Value (Continued) ?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3340833768
Thanks for the mod so nice to see a pawn with traits I don't know!
Unlike Holgast, I hope your changes are VE traits are only additive (as you've suggested in comment) and not replace. VE traits mod already offers option to disable traits that we don't like, so I don't see any reason to replace them instead of just adding a new one (unless there's also have a selector making replacing VE traits an option).
For you question, it’s a combination of both, but I think the majority is adding to them. As you mentioned, most of these traits are ‘bad’ or purely detrimental, yet can be very flavourful for roleplay. I wanted to find a way to make them useful while retaining the original VE design. For example, a big-boned pawn would still damage furniture, but the added HP to body parts could make them more ideal as a melee tank. A clumsy pawn would still occasionally hurt themselves but would tend to their cuts and wounds more efficiently. I want players to start using these traits on colonists, instead of them being random traits only found on enemy cannon fodder
In my opinion "XXX" looks wrong.
Love the uniqueness of these btw!
@Tleno The defog is not a single time reveal, it's per map (quest map, ruin etc.) Though I agree it's a bit too much and I was honestly having a hard time designing it. I love your idea of using the telescope. Will try to come up with something next update, thanks
May I remark though, Observant feels somewhat... odd? I mean without Anomaly or VE you only get a single-time reveal and it feels powerful but unusual for a natural skill to just reveal so much. How about giving this sort of pawn a special recreation type involving the walks outside or using telescope that has a chance to trigger some particular effect? Also may give them higher speed when performing resource scanning activities maybe?