安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
that way your colony tech level advance whith research
Changing the name of the colonists could be an option I could add once I figure out how to make an options menu for my mod. But for now, what I would suggest on doing is going on the drive where you installed RimWorld, and then go into "Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\No Research\1.5\Patches\Core\Factions_Player.xml" where you'll find <pawnSingular>basic colonist<pawnSingular>, change that to whatever you want, you can then also change <pawnPlural>.
Hope that helps
Will work on a fix later (Don't know when) for the issues @Dragon of Desire and @mesi brought up
This mod still very much has a place.
I worked around it using the Ideological Anima mod so no biggie here. Thanks for the mod :)
I dunno how it's implemented in the base game, but when you do a "New Tribe" start, the "Child" backstory grants natural meditation focus, whereas for whatever reason with "New Basic Tribe" it doesn't.
You can test by hovering the backstory in the initial pawn selection of a new game after changing one to a child.