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Not asking for a fix, just giving a heads up. (I just tossed Insanity out, wasn't really enjoying it)
Version 1.3.4 have been updated on Steam Workshop: Fixed visual bug mentioned here
Version 1.3.3 have been updated on the workshop
模组版本1.3.3已经在GitHub上更新 [github.com]
Tweaks to the GUI looks. Now overflow part of the bar looks different.
修改了用户界面,(需求条)溢出部分会有不同的外观。
I will upload it to the Workshop in a few hours. 我几个小时后会更新到创意工坊。
“小人的AI仍然会把100%认作自己的上限”,所以如果吃小份的食物(干肉饼,生食等等)他们只会取用刚好满足到100%的食物,只有单份食物(相对进食者来说)够大的时候,才会看到显著的溢出。
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"Pawns will still think of 100% as their cap", so if you feed them pemmican/small pieces of food, they'd only take just enough to just reach 100% food, so they won't see lots of food overflow unless they get large meals (compared to their body size).
测试了一下没发现问题……能详细讲一下你游戏观察到是怎么样,认为应该是怎么样吗。
“只吃1.0”如果指的是“吃一次食物只涨1.0营养”:这大概是正常的,食物能提供多少营养就只能涨多少。这个模组不会给你加强食物数据。
如果指的是“吃到1.0就不自动吃了”:这是正常的,小人仍然会默认100%是它的最大值,不会主动去吃东西超过100%。
如果指的是“吃完东西还是锁100%营养上限,多出的营养消失了”:那可能是你的小人因为属于特殊的种族/有特别的健康状况/衣物/基因,不过如果你把相关的模组设置都关了,应该不会影响才对。
还有一些少数特别情况会为了模组兼容而禁止食物溢出,不过对绝大多数小人应该都没影响才对。
1. 新的可设置选项:根据基因禁止小人需求条溢出。
2. 修改饮食条默认溢出值到200%(可修改)
3. 对以下模组改善了兼容性:原版营养膏拓展,原版种族拓展——真菌,WVC更多基因
如果没有人发现错误,我几天后会把这个版本上传到创意工坊。感谢各位玩我写的模组!
New configuration feature: Disable Need Overflow by active gene.
Modified default food overflow to 200% (configurable)
Improved compatibility for the following mods: Vanilla Nutrient Paste Expanded, Vanilla Races Expanded - Fungoid, WVC - Xenotypes and Genes
I will upload the update to the WorkShop in a few days if no one finds more bugs.
This should've fixed the issues mentioned by the following people:
[@CMaia][@Takk][@Guineatown20806 ][@infra-dan-accelerator unit 84725 ],[@D ]
Thank you for playing with my mod!
模组版本1.3.1已经更新:修复了一个涉及模组设置的小BUG
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This is unrelated to the bug report from @moo , I don't think my mod was the cause of error in their modlist, but I looked into it and you can read the discussions "1.6" for details.
以上跟楼下@moo 发的BUG报告无直接关系,我认为他的模组列表有其他模组造成了报错,具体分析讨论可以看"1.6"讨论链接。
I'll see if I can write a compatibility patch with Nutrient Paste Expanded this weekend.
Regarding "Colonists and mechs are also seemingly continuing to feed pawns when full" do you mean with some item/machine in the Nutrient Paste Expanded mod (meaning that I need to patch their machines), or just always when the Nutrient Paste Expanded mod is enabled (meaning that they've patched pawn's AI and I need to patch their patch), or always even when that mod is not installed (meaning there's a bug in my mod)? I can look into that too.
The mod version 1.3.0 has been updated on Steam Workshop to support RimWorld 1.6.
Please let me know if you notice any bugs. If you need specific past version, you can manually get them from GitHub.
如果发现任何BUG还请告诉我~如果需要历史版本,可以从GitHub手动下载。
感谢你的感谢喵
我已经在GitHub上上传了支持1.6的模组版本1.3.0 [github.com]
Please let me know if you notice any bugs, thanks! If not I will upload it to Steam workshop in a few days.
如果发现BUG还请告诉我下,多谢!如果没有发现BUG,我会在几天后更新到创意工坊(我改主意了决定提前更新)。
可以设置,游戏主界面->选项->Mod选项->需求条溢出->禁止部分种族需求条溢出,在下面的文本框输入你想禁止溢出的种族名称。
可以输入“人类”或者“Human”以及其它任何你想要禁止溢出的种族,如果字体变色了,那说明模组认识了这个种族,并且不会对这些种族生效。
所有有需求条(包括饮食条)的生物(人类,动物,机器人等等)都支持。
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All pawns (human, animals, mechanoids, etc.) with need bars (nutrition, etc.) are supported.
I do not know how to speak French, unfortunately.
If someone who understands French is willing to translate the mod, I'd be glad to add the translation to the mod itself, though I'd recommend them making a separate translation mod like this one for Russian and I will feature a link to the translation mod in this page.
I don't like that those mods try to "disable" a need by manually refilling the needs periodically... IMO that's very performance-inefficient, but I think I have to deal with these mods existing and try to make my mods compatible anyways. I probably also need to think about if I can find some way to automatically detect these cases, so I won't have to patch them in a case-by-case basis as they get reported.
The 300% cap and the -20% moving are the mods' default settings which you can change. In your case you might prefer to change the former to infinity and the latter to disabled.
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Because (1) is loaded at startup and constant within a game, so the mod can simplify a lot of checks and stay fast.
For (2), since the player can create new gene combinations mid-game, filtering for them requires the mod to check against existing genotypes every time anyone's need bars tick -- which IMO would hurt game performance too much. I could try to use some caches and triggers to mitigate the performance impact but it already sounds like a headache to be compatible with other mods, so I probably won't do that.
Instead, filtering by the name of GeneDef might work, since genes are usually loaded similar to (1).
I could try to add a new "filter if pawn has X gene" filter in the future.
For "why isn't fungoid race being recognized":
In the game, "race" can describe two separate things, if I understood correctly:
1. Full-on species (RaceDefs) -- like human, mechCentipede, thrumbo, or HAR races;
2. Gene types that depend on the Biotech DLC, like pigskin, or races from Vanilla Races Expanded.
At least for now, unfortunately the mod can only recognize races of the (1) kind.
In the game's code, the psyfocus bar is a separate mechanic from all the needs. So unfortunately this mod does not support psyfocus overflow right now.
That requires me patching their mod... I might do that at some point, but I don't have the time right now unfortunately.
Fixed previously mentioned issue noted by @赫斯
Let me know if you notice any bugs (there might be some since 1.2.8 has not been tested much yet).
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1.2.9版本已经更新创意工坊,同时已经上传 GitHub [github.com]
应该修复了 @赫斯 发现的问题。
如果还有其它bug随时戳我(因为1.2.8还没怎么测试所以可能有bug)
发现了确实有之前没遇到过的bug,这个bug只有创意工坊发布的版本会出现(虽然创意工坊和GitHub版本的mod文件是完全一致的),我修一下
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Some weird bug occurred for 1.2.7 and it could only be reproduced on the Workshop release and not on the local download release (despite them having the exact same files) and I am working to fix it now.
1.2.8 adds new minor functionality for Vanilla God Mode & Character Editor Mod: When you use the +/- sign or the arrows to modify a character's need bar, hold shift to +/- 100% or hold ctrl to +/- 1%.
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1.2.7版本已经更新创意工坊,同时新的1.2.8版本已经上传至 GitHub [github.com]供测试!
1.2.8对原版上帝模式的以及人物编辑器模组新添加了一个小功能:调节需求条满足度的时候按住shift可以一次调节100%,按住ctrl可以一次调节1%。