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回報翻譯問題
They should appear on any workbench that allows you to craft other components, like the fabrication bench.
Depends. It can heal the vanilla chemical damage conditions (ChemicalDamageModerate, ChemicalDamageSevere) on any part of the body, but no provisions are made for health conditions from other mods that call themselves "chemical damage".
If someone here could find a cause, I would very much appreciate it.
https://gist.github.com/HugsLibRecordKeeper/7f9c639d66910bca151a746b37d961a6
Good to hear, I think. I'll keep an eye on it anyways.
It's been a while since I've worked on this mod, but I remember the code for the meditative refresher being a little janky. I have a better solution for it that I'll upload whenever I get around to it, but just keep a lookout for any lag spikes related to it in the meantime.
I'll look into it. Any implants in particular? Could you send a Harmony log, so I can see what other mods you are using?
like meditative refresher, but with food. If you dont move.
I'll look into it.
@Олег Мерк
I'm not sure, I've not heard of Medical System Expansion 2. You're welcome to try it yourself.
None of the implants here are set up to cause brainshock, so they shouldn't be the problem.
The ophthalmic augment, however, causes optic shock, which reduces sight temporarily. The electromagnetic shield will reduce brainshock and optic shock to one-fourth duration.
Yes, it contains the HediffComps used by most of the implants.
You're right, thank you for letting me know. I've fixed it now.
I took this idea and refined it into the meditative refresher. I think this will work best, since it allows the pawn to benefit from their meditation area instead of just getting a flat psyfocus gain from their bed. Feel free to let me know what you think.
Yes. The full list of cured conditions is: carcinoma, alzheimers, dementia, and chemical damage.
I haven't tested it, and I'm not familiar with CE in general. But this mod shouldn't touch any of the same code that CE does, so it should be perfectly fine.
Good catch, must have been an oversight on my part. I've released a quick patch to fix it.
You may want to invert that to better reflect the item's description.
(a blatant reference to Hypnospace Outlaw)
No worries, I'm glad I could have helped. It looks like the patch I mentioned for Show Missing Ingredients went up a while ago, so you might also want to check that out when you get the chance.
Thank you for the follow-up and the doing bang-on work. Kind of wish you had one of those "buy me a coffee" or somesuch links so I could properly thank you.
I posted this earlier, but the developer of Show Missing Ingredients told me that they had an unreleased fix. So hopefully, the problem will be fixed soon.
My original post:
I managed to replicate this issue, and I found that the bug is being caused by the mod "Show Missing Ingredients". In fact, I've found that this bug occurs even if SMI and its dependencies are the only mods enabled. I've already reported this to the creator of SMI, so all I can recommend right now is that you disable it. Let me know if the problem still persists.
If you're interested, here's the error log from when I managed to replicate the bug with only SMI installed: https://gist.github.com/Turnovus/73e4faad58950f3c6ff42d2375235031
Spawned bed & bionic, dev-mod'ed medical skill to a pawn (all in quick test game), got the "cannot install" bug to pop, and here are the logs for game.
https://gist.github.com/8a1a5432ca235e3f70f2cf8595cc9895