安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The base game generates the passions based on the skills alone, there are options to influence what skills are inherited which might mix that up.
I will see if I can put an option to disable the color/body type inherit, but I also want to have a per AlienRace setting in a future version, which is probably better in this case. (I might look into it over the next week or two)
If you use code with your AlienRace you are able to change things yourself after birth (it is not super complicated) let me know if you do or know how to, then I try to write down a basic example for the body type maybe.
First of all I noticed after testing with normal crash landed pawns that the children always had the same hair color too, is that rather a general thing?
I think the approach of a general settings AND a per mod setting is a good solution, that way you can either do it for all or do it for specific ones, but that doesnt exclude smaller mods or like in my case personal mods.
For body type I only allow 1 body type so that is totally fine, the issue is rather that the babies all have the same hair color.
My initial plan was to build up 5 factions with similar hair color and 2 main parents that are overpowered, but that wont work out if all children look the same (color wise).
If after birth is the only option then I would be more than willing to take that!
The specific setting thing is definitely coming, just not sure when exactly ^^
To be clear 'after birth' just means immediately after they are born from my mod, you would not see this visually or anything, it would still be in an instant in game.
For the code side: I have to make a more detail thing as an example, but you could have a look at how the mod 'A Rimworld of Magic' does it:
(You have to use Harmony to do it this way, there are also other ways, but I haven't done those myself)
This basically puts the function 'TM_Children_TrySpawnHatchedOrBornPawn_Tweak' of aRWoM right after my mod is done with creating a new colonist:
https://github.com/TorannD/TMagic/blob/master/Source/TMagic/TMagic/HarmonyPatches.cs#L259
(this checks if my mod is active, which is referenced above)
https://github.com/TorannD/TMagic/blob/master/Source/TMagic/TMagic/ModCheck/Validate.cs#L60
and then this is the called function which does the actual work:
(here I think it adds/removes certain traits that the child should not have on birth etc.)
https://github.com/TorannD/TMagic/blob/master/Source/TMagic/TMagic/HarmonyPatches.cs#L1899
I have also seen this mod by chance:
(which may help with the passions)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2072521087
I love you, thank you so much
That will get me back into playing again, restarting the colony. While I started liking that the children all had the same hair mix as the parents and therefore creating "factions" within the tribe, that "roleplay" got boring rather quickly. This is amazing, will try it out today right away!
It must be related to some other mod or a combination is my guess still, but I have nothing concrete. I will still try to put an option in to regenerate those again just right after they are born in addition to the normal stuff, to maybe fix this for those situations.
(The passion mod is the only direct thing to do right now, it would be nice if it would support options to limit this to a life-stage or age - maybe I will take a look at that aswell from my side as an option, if it is possible)