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I looked inside the mod's code, but I could not find anything in the XML where this process is defined. Is this coded inside the .DLL?
BTW: The reason I'm asking is because, while I do like the upgrade modules for androids, I'd like to completely disable the ability to convert organic colonists. Is that even possible without editing and recompiling the .DLL?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2889650144
I was wonderinf however, if adding the archotech module were possible? Maybe at a high mood debuff for other colonists, like butchering humanlike? Or as a toggable option in the mod option?
I made the following patch and it stopped doing that.
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>Defs/HediffDef[defName = "ChjAndroidLike"]</xpath>
<value>
<isBad>false</isBad>
</value>
</Operation>
</Patch>
Very nice, thank you very much!
Thanks for the report, should be fixed now. Seems like time was being displayed as expected time + previous time. Let me know if there's still an issue.
Only noticed a minor issue, which isn't even something that can't be worked around, but not something that seems normal either.
When a pawn finishes converting/upgrading in the pod and a new pawn is selected to enter it, the timer for upgrades instead of being the base starting 1 day value, already starts at the value of the previous pawns' upgrading/converting timer.
So, if I have a pawn enter the pod, they start off with the base 1 day modification timer. Adding upgrades and such moves it up to 4 days total. After they're done, the next pawn's modification timer already starts out at 4 days, which then gets increased even further when selecting upgrades.
The only way to reset this is to rebuild the chamber. Sadly it doesn't seem to be an error that leaves a trace of some sort, or at the very least I haven't been able to spot anything anomalous going on in the debug log.
Found a bug in how the conversion chamber was saving it's information, which prevented androids from being modified if you re-loaded a game while they were in the chamber. This is fixed, but it's altered how the save file is generated, so there may be some issues when you update.
If that isn't the case, let me know. In any case though, one thing you can try is using god mode to select the debug option to instantly complete the modifications, and see if the problem persists.
I have another problem, i dont need to have vanometric cell for vanometric cell upgrade
@TSense, What other mods do you have? I'm not sure what could cause that issue, it might be an incompatibility. Also, what race was the pawn? I'll have to check later, but I believe that the pawn age is being changed, but it's supposed to make the pawn younger, as currently the android trait doesn't change the pawns lifespan.
You can already put drone mentality and lover mentality in, turning humans into soulless workdrones or S*+slaves
I always hated that you research the printer and then have to decide between printing away and researching all the upgrades, and then getting all the things that go into the upgrades, and you never actually get androids, just piling up more and more upgrades
@Xyllisa Meem Paradox Station not currently, Skin and body type will change when applying the applicable mods, but will not revert if those mods are removed.
android conversion.. as in Galaxy 999?
SUB
SCRIBED
@Krazyfan1, I don't know if the androids trait prevents old age. I'd assume it would, but ChJees would better be able to answer that question. Though, it might not have much of an effect if the colonist has pre-existing conditions.