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The one thing that MIGHT be working: the portal mechanic. I have not had any beholders in a few hours of game play. I have, however, gotten zombies and big zombies,
I cannot speak to the increased drop rates or speed increases and things of that nature, because honestly even if they were working I wouldn't notice them any way. Things like this have to be HUGE increase for me to notice a difference. I am not good at noticing little changes in things.
I also i have not noticed an increase in my male dwarf size or a change to any genders hair colors or beard colors or appearences.
The extra recipes the mod mentioned it adds i have not noticed in my game either.
Looking at the XML myself, the only difference I see between the vanilla game files and your own (aside from the replace="merge" and removing the wide property) is that the vanilla game files have a `pak=""` attribute on the block entries, while yours does not. Maybe adding that is all that should be necessary to fix things? I certainly can't find any other difference.
And @Come Back, it would help if you posted in English.
野猪和雪龟有皮革掉落的差异(50%几率为+1,25%几率为+2,而不是总是+1)。
蜘蛛能掉落泥土(25%)和蜘蛛网(50%)。
僵尸可以掉落煤炭(20%)和铁(10%)。
膨胀的僵尸可以掉落煤(x2 60%)、铁(25%)、银(x2 10%)和金(2%)。
骷髅可以掉落煤炭(10%)、树根(5%)、石头(20%)和黄金(3%)。
骷髅骑士可以掉落煤炭(20%)、树根(10%)、石头(40%)、黄金(6%)和秘银(2%)。
幽灵(骚扰你的存储)可以降低秘银(0.1%)。
雪人会掉更多的脂油。
魔法爆炸的魔法消耗从20点降低到10点
制作粘土的默认配方现在是5而不是2。
制造种子的默认配方现在产生5个而不是2个。
制造煤炭的默认配方不再需要泥土。
一个配方,结合一个粉红水晶,金元宝,和秘银元宝生产一些神奇的靴子已经加入。
添加了一个将2个铁结合起来产生6根针的配方。
所有可以掉落武器或装备的怪物(来自基础游戏)现在有更大的几率掉落这些装备。
入侵部落只会有骷髅、骷髅骑士和石像鬼;没有僵尸、眼魔或巨人。可以产卵的石像鬼数量已经减少。
蛞蝓有非常小的机会掉落宝石(1%)和秘银(0.1%)。
甲虫会掉落泥土(10%)和沙子(25%)。
鸡会掉石头(50%)。
这个mod通过调整整个世界的工艺来提高游戏的质量。矮人速度更快,可以携带更多的东西,游戏中所有的公共资源都是可再生的,入侵部落的力量也没有那么强大,所以生存能力得到了提高。
改变:
游戏开始在你的库存木舱口(但不是食谱解锁,以工艺他们)。
矮人的基础运载能力从3增加到4。
矮人升级速度更快(特别是2-6级)。
矮人的移动速度在行走时快20%,爬墙时快75%,爬梯子时快100%。
矮人自动休息阈值由40%改为60%。
男性矮人略大(15%)
男矮人现在可以衍生出额外的毛发颜色(包括胡子、眉毛等):黑色、灰色、白色
女矮人现在可以产生额外的头发颜色:黑色,粉红色,紫色,蓝色,绿色
所有带有宽属性设置的块都被更新了,所以它们不再宽了,包括床、沙发、雕像、储物柜和其他可替换的物体。
um, why, and why such a high chance? I can't fathom why a chicken would go around carrying stone =D
I have about 36-37 hours in it but the first 35 were during early Early Access.
More recently, I found the base game is too difficult/annoying when it spawns goblins to fight, at least early on.
My dwarves then waste minutes of time mostly running around/running away - and that was with equipping them with the best hat, weapon, tools & maybe armour, that I could craft up to that point.
I've been digging around in the mod files and noticed an error in the game start up log that was unable to find 'cell_bone'. Looks like there is a recipe for a bone cell (monster cage) that is broken. I removed references to that from the tech tree and recipes and the mod now seems to load. I now get the wooden trapdoor, however from looking at the XP requirements for levels, I'm not sure if it is still working correctly, as I need 500XP for lvl 3 as opposed to the 200 specified in the mod files. Don't know if this is because the mod only specfies up to 20 levels or not - will keep looking and see if I can find other areas to prove or disprove the mod working.
Full game uninstall/reinstall, un- and re-subscribed to the mod and only this mod, along with a brand new save file.
Love this mod and have used it for ages, so hoping to find a fix for this soon.
Side note @Mean.Cloud: Can we download this mod outside of Steam? Would like to try manually installing it to see if that fixes anything.
Thank you for all of your hard work and for making this my favorite CtW mod.
So far no hatch when starting a new game in campaign/ custom tech tree/ custom sandbox modes. Also tried closing the game, subscribing to the mod then opening the game & starting a new game in both campaign & custom modes with no luck. I have just subscribed to another mod & that one works so the issue's not universal to all mods.