Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(I W I L L G I V E A L L M Y S T E A M P O I N T S T O T H E P E R S O N W H O W I L L U P D A T E I T.)
I got a headshot on one, her head or "bell" was gone, reflected in the stats (no more sight, hearing, eating, talking etc, but still 28% consiousness and alive, will she regenerate her head? I assumed it was just limbs and scars.
I had wondered why my colony was producing so many scarves, until I realised my moonjelly was wearing 48 of them. Apparently they were good for temperatures down to -887 °C, or to put it another way 600 °C below absolute zero...
HOWEVER! The health conditions from Vanilla Cooking Expanded - diabetes, cholesterol, and high blood pressure - trigger the Moonjelly Regeneration and my Moonjelly passes out just to remove the "Diabetes (negligible (no effect))." So they basically can never eat food from VCE.
Cons:They are EXTREMELY weak
Have no regeneration as advertised or it's so bad they heal from their injuries after being treated
They melee is op as it doesn't matter what armor you use you'll just get downed instantly
They can't haul shit even when wearing a backpack it's so bad which has been my main turn off on them, I get it they are smaller and weaker but really they can only carry about 36 steel maybe with a backpack, the construction takes about 8 times as long as they have to make a shit ton of trips just to get all materials into the blueprint
You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2585162118
Again, not complaining.
I love my Moonjellies, but I can't have two permanently idle colonists. Please advise.
oh! thank you
that part isn't my code, its from the community framework so I have no idea what any of that means lol, I don't know c#
could you send me the fixed file by any chance so I can update it? that would be really helpful because I have no idea how to fix it myself lol
public override void CompPostTick(ref float severityAdjustment)
{
base.CompPostTick(ref severityAdjustment);
if (this.remainingUses != 0)
{
this.ticksToHeal--;
if (this.ticksToHeal <= 0)
{
this.TryHealPermanentWound();
this.ResetTicksToHeal();
if (this.remainingUses != -1)
{
this.remainingUses = -1;
}
}
}
}
Under CompPostTick you were originally using a Math.Max(0, this.remainingUses - 1) which was setting it to expire instead of reapplying it. After I set it to = -1 it seems to be working. I don't really have a clear picture of what all your code is doing though, I just figured the goal was to keep it at -1 so it never expires and a Math.Max seemed awkward if this was the goal, especially when setting the minimum to 0.
Could you add some sort of indicator that the body part regeneration is actually working? I think this can go a long way to helping you debug it and helping us get the necessary feedback so we can plan accordingly.