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10/10, I'll forget and be doing this again.
I imagine it was fixed with the 1.4 version of Winston Waves, so the issue might just be with the 1.5 version ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3215569151 )
Let me know if there's anything I forgot to mention
So after someone is injured in battle, I'd guess moving is checked each time an injured body part regains hp, level of blood loss decreases, etc.
If a colonist has a leg installed, and does not reach the moving threshold for being able to walk (16%) by the time the anesthetic fully wears off, they will never get up until this save is reloaded. Not actually a problem since that's an easy workaround, but was a bit concerning until I figured it out lol.
I have replicated in in a clean test with just this mod and harmony.
Anyway, IDK if this is something that would be easy to fix, but my guess is that the game just stops checking if the pawn is able to get up after anesthetic wears off, since it doesn't expect the moving stat to increase after that without further surgery.
Is this intended? It felt weird to have my colonists far less useful than they're meant to be until a significant amount of time had passed. These are organic things, so should they be excluded?
[NewLimbsNeedTraining]: Failed to find Vanilla Expanded ApplyGeneEffects-method. Pawns spawning with replaced bodyparts using gene-effects will enter the map with 0% efficency.
Mod should now supports the gene extension in Vanilla Expanded Framework that replaces bodyparts when applying a gene. This fixes the issue with Roo's Minotaur Xenotype-mod and any other mod that uses that feature.
Yeah crossing fingers for a compatibility patch - but wouldn't wanna rush anyone ^^
Knowing the probable workload of Mlie, I'm very hesitant to ask, but I wonder if in the future we could have a nice surprise in a compatibility patch given the popularity of both mods (or at least make it so they play "nice" together). Please?
However today I noticed some Satyr pawns (from this mod ) to spawn incapacitated due to their "unguligrade legs" starting at 0 efficency. Is that sth you can add an exception to?
No error logs as it's not causing an error at all, made a screenshot though.
Sry this was mentioned before.
There's a wave modifier where raiders spawn with tons of bionics and they always seem to spawn with the settings I have for efficiency
I'll see if moving my mods fixes it I guess maybe this loads before Winston it'll work or vice versa
Sometimes you get a modifier where Raiders spawn fully kitted out with bionics but it seems to start them at whatever you set it to, so I get Raiders with legs at 30% coming in and...it just feels mean, they're meant to be super strong and they just get wiped out.
Not a game breaking issue or anything.
I'm feeling like it must be the way Winston applies modifiers that does it, they get attached to Raiders and therefore must be considered freshly installed.
If you ever felt super bored and wanted to work on this to pass the time, would it be possible to add a filter so we could choose some limbs to not be affected at all? No idea how hard that is or how much it would cost.
Eg.: i run this one with the werewolves mod - and every time they transform they get new claws and teeth - but these new limbs have low efficiency so they cant use them and only headbutt others. The only solution now is to change the settings so the basic efficiency is high enough which kind of defeats the purpose of this mod (obviously i dont have to use both mods at once, this was just an example). I believe there are more mods like that so it could increase the compatibility.
Anyway, thanks again (even if you never decide to get this bored :)
Have a good day, sir.
Rim73 - Performance and Optimisations (from Ghost_Rolly, it's in the steam workshop too)
Expected behaviour in your mod: set limb training to 1 day and the % go up like always.
Behaviour in combination with rim73: set limb training to 1 day and in 2 hours, the % go up from 0.00 to 0.03.
Since the comments of Rim73 suggest that the Rim73 mod is broken, i don't think that you need to change something.
This mod has bionic parts like fingers/arms
1. Disable half the enabled mods (that aren't known to be good), see if it solves the problem.
2. If no, go to step 1.
3. If yes, the enabled mods are "known good." Re-enable half the disabled mods, see if it solves the problem.
4. If yes, go to step 3.
5. If no, go to step 1.
It's either that or Winston Waves added bionics to them to make the wave more difficult and it made them spawn untrained. Fortunately they all had death acidifiers and for some reason all instantly died when captured so I wasn't tempted to get free bionics.