Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
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.