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here is the updated version of this mod
Would hope they can make a Biotech version as well.
We will no longer be updating this to 1.5 / newer updates. In part due to our interests currently being occupied elsewhere and where we currently do not plan to purchase the newest DLC, rendering testing this to be un-viable. Therefore if anyone wishes to take this over feel free.
I know that getting it updated to the latest version will most likely be priority, especially with how awesome of an addition Anomaly is, but is there any plans to fix this issue in older versions? I would love to move this colony to 1.5 in the future, just got to wait for other core mods used in the colony to catch up.
It's been a while since I last played Rimworld
I really like this mod and apologies if the coding would take too much time. I just wanted to ask.
Thanks for continuing this mod.
Я им не пользуюсь (да и в Рим не играю в последнее время), но могу посмотреть, что нужно сделать для совместимости
Also changed up a few things for Draconic culture: a bit more tolerance available for non-meat dishes and delicious xeno species may be made ok to eat, but eating your own is now considered a crime against dragonkind.
Last time I checked, it still worked ok. I guess it's about time I refresh this to bring it with the times.
I'll look into the bugfixes as soon as I can.
@Casiy
Hey. If you think you can sort it out, feel free. I'm always grateful for help, so if you get it working properly, I'll include it into the public branch, of course.
1. Couldn't replicate the issues with the bloodloss. Blood regens properly. Kilhns use custom HediffGiver anyway called OrganicKilhn.
2. Children stuff is still.... a very adventureous area. Tried to fix wings and other scaling. Got a complete new disaster as a result which I'm not going to push as an update. Uh, I think I'll leave it be for now. Found some new bugs as well, like children always having human skin color regardless of how their parents look like.
Also I'm not sure if it's Biotech vanilla bug or not, but while I did set their flight and spewing genes to only activate at certain age, newborn dragons are still perfectly capable of flight and spitting substances (even with the corresponding genes listed as inactive).
- Cooldowns for spewing and flying skills have been increased by about 2-3 times. You can still use them multiple times per combat no problem, just not constantly
- Kilhns can no longer have offspring with non-Kilhns. They can still have, em, affairs with anyone they please, of course, but having dinosaur-reptile people have children with mammal humans felt just too wrong. Plus it produced Kilhns who can't fly or spit fire/acid/foam or humans who can breathe fire. It was awkward for everyone involved
- But at least Kilhns are no longer food vacuums and should require reasonable amount of food to live.
- Removed the ageless gene because it was useless (Kilhn don't age anyway)
For genes, they have a mix of vanilla and custom.
Baby dragons are also different from humans - they require no breastfeeding and are actually much faster than adults. Beware though, both adults and kids will now hunt wildlife for food if there's none available in storage (instead of being sad and hungry), and they might pick a fight with something large. Children seem to prefer chinchila-sized prey though.
While that's fairly easy to adjust, my suggestion would be to also make them reach adulthood sooner, since 100 rimworld years, even at 3x speed, is over 500 IRL hours.
Сейчас на 1.4 игра идет в стабильный 60 ФПС, но пока и поселение не очень крупное, а с оптимизацией я точно не скажу, но думаю что дело в том что игра записывает часть данных, после эти данные она проверяет на постоянной основе, чем дольше идет игра тем больше массив данных, плюс моды их данные тоже надо проверять, ну и не стоит забывать о Пк и Ос
А насчёт количества модов, у меня, помню, их было за сотню. Сперва работало неплохо, а вот потом... ))
Ставил другой мод тоже на расу, текстуры там по лучше и падений по ФПС не видел, хотя и модификаций графики у меня практически нет, а по поводу оптимизации тут ты прав игра порой на ровном месте теряет ФПС но если подумать, это не удивительно учитывая сколько всего игре приходится рассчитывать за раз,(( особенно если у тебя большая карта 380x380 и модификаций за 50 ))
Not that I know of. I was always running my mod alongside a few other alien race mods while playing back in the day. Never had any problems here. Though I was using Prepare Carefully almost exclusively, so... no idea sadly.
As a general thing though, this mod is very-very basic. It has no DLLs or any other fancy stuff, so any weird interactions one can find are likely caused by problems somewhere deeper "under the hood". Sure enough, my poor handling of Defs and/or Patches could result in bugs which only surface when interacting with some specific mods, but the chances of it are quite small.
Но да, сами по себе текстуры сделаны довольно чёткими, мылом они становятся из-за сжатия игровым движком. Самый простой способ оценить разницу - открыть текстуры в ...\Steam\steamapps\workshop\content\294100\2025689796\Textures\Pawns\Kilhn и сравнить с тем, что показывает игра. К сожалению, по факту мера скорее вынужденная, т.к. без сжатия текстур ФПС уезжает в далёкие края. У RW оптимизация и так больной вопрос.