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Oh, sorry. I forgot to include the translation files. I'll add them soon.
Unlike the standard Leader Core, this is a general-purpose item that does not count as a Leader. It boosts Data Processing (equivalent to Consciousness), Manipulation, and Sight.
Y E S
But it's hard to not use it once you start using it the first time. There's something addicting about having ammunition and actual projectiles.
Additionally, there are options that become meaningless when using CE. In particular, the option to increase the number of shots fired is ignored due to CE's unique firing system. Also, the range increase option can interact with CE's inherently long range to create an almost infinite range.
Overall, CE is a very difficult and unknown mod to me. Please report any errors. I will try my best to fix them.
Please note that if the range increase doesn't apply, it means most things won't work. Unfortunately, if it doesn't apply, the compatibility patch could be significantly delayed...
It seems like it's conflicting with my mod's burst count increase option. Are the other features working normally? If that's the only issue, I'll look into compatibility and work on a fix.
I don't use CE and haven't even tested it, so I'm not sure if it works. However, since my method simply applies hediffs, there's a possibility that the stat bonuses themselves will be applied. That said, the burst count increase feature could potentially have issues.
CE is such a massive overhaul mod that it's beyond the scope of what a novice developer like myself can easily tackle, so even if it doesn't work, a compatibility patch likely won't be made.
I have completed the compatibility patch and the texture patch. I have made the patch more comprehensive, so it should apply to all modded mechanoids.
The Millira mod is scheduled to receive a compatibility patch along with the texture update. I apologize!
Hello! Yes, it is compatible. I am already using 'Mechanoid Upgrades' and its addons, as well as another separate mechanoid modification mod. A noteworthy point is that excessive modification stacking, which causes the range to reach beyond the stratosphere (around 80-85 tiles), can make the range indicator disappear (though the actual range is applied correctly). Since it's impossible to reach that range with my mod or other standalone mods, it's not a big problem, but it's something to keep in mind. However, the desire for modification is endless, and thus this mod was born...
Is this compatible with Mechanoid Upgrades mod and it's addons, Mechanoid Upgrades mod - Anomaly and Mechanoid Upgrades - Archotech ?
I'll fix the translation errors soon.
It's not currently supported. I will be updating the mod soon. I'm planning to change the item textures in the next update, and I'll review compatibility at that time. If there are any other race mods that need compatibility (or curious about), please leave a comment.
Fixed a critical bug where the Custom Tab disappeared. Sorry!!!!!!!!!!
Fixed a critical bug where the Custom Tab disappeared. Sorry!
버그 수정했습니다. 패치파일 수정하면서 누락된 곳이 있었네요.
You need "Harmony" as a pre mod.
I have just updated the mod to fix the bugs. It seems the mod is temporarily disabled on Steam, likely due to file verification or synchronization. This should be a temporary issue. Could you please restart the game and try using the mod again?
is this another error or does this mod need another mod to work?
After updating the patch, I confirmed that Hediffs are now correctly applied to Dead Man's Switch mechanoids. However, there is still a minor visual glitch where the 'Custom' tab appears twice (this does not affect performance). I will look into a fix for this soon.
The current compatibility patch works by detecting 'artificial brain' parts to assign sockets. However, upon investigation, I found that the mechanoids in Dead Man's Switch do not have these brain parts defined. I honestly didn't expect there to be mechanoids without artificial brains—that caught me off guard! I will work on a compatibility patch for this and update it as soon as possible.
I applied this mod to my 30+ year colony mid-save without any issues. I'm currently using two other mechanoid customization mods (Mechanoid Modifications and Mechanoid Upgrades), and when I added mine, the stats from all mods stacked together properly. I believe there shouldn't be major problems.
However—and I really want to emphasize this—when adding mods that introduce dedicated systems mid-game, it's impossible to predict what issues might arise from mod interactions or imbalances (even minor ones, and even if my mod isn't the cause). This applies not just to this mod, but to any mod you add. Please make sure to backup your save file before proceeding.
I've just finished the compatibility patch. It should work now.
The fact that Hediffs were not applied means those mechanoids use non-standard BodyDefs. However, you can easily expand compatibility by adding modded mechanoid BodyDefs to the XML files in the Patches folder.
If you encounter any mechanoids where the customization doesn't work and you'd like support for them, please let me know. I'll consider creating compatibility patches for those mods.
I believe the likelihood of a crash is very low. During the final stages of development, I accidentally omitted the socket definitions for the 'Cyclops' from the Odyssey DLC. Even in that state, the Custom tab was active and install/uninstall orders were possible, but the actual stats (Hediffs) were simply not applied. The game did not break or crash; it just resulted in non-functional slots, and the game continued to run normally.
Therefore, for modded mechanoids that utilize unique BodyDefs rather than the standard ones from Biotech or Odyssey, the Custom tab may still appear. However, it will likely serve only a cosmetic purpose without actual functionality. It should not cause any crashes or corrupt your save file.