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Rapporter et oversættelsesproblem
fairy slaves can't capture any entities(right click order)
other bep race and colonist fairy can work.
and fairy pawns(slave and colonist) can't get inspired creativity.
In test,i add inspired creativity by dev mode.
it doesn't work for fairy pawns.
other bep race can work.
Error in static constructor of LittleFairy_Race.LitF_Harmony: System.TypeInitializationException: The type initializer for 'LittleFairy_Race.LitF_Harmony' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
here is the log
https://gist.github.com/HugsLibRecordKeeper/d9b41addac5b8118bc6c617ccc518ef6
Biomes! Islands
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2038001322
[Aya]Xenoorca Race
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2216916011
same problem with [Aya]Solark Race
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2608237489
Cook LitF Richmeat Can(x4) get 1 LitF Richmeat Can
i still get 1 canned meat.
DON'T YOU BELIEVE IN FAIRIES?
I had been keeping the space wide for ease of viewing, but I think I need to adjust it a little.
If so, I may need to make some improvements.
In case you are wondering, Mofy is the only one who also has Male for story reasons.
Mofy is generated as a male only occasionally.
However, if the gender change is performed by other mods, the problem does not occur. (At least in 1.4, not sure about 1.5 as it has not been tested yet).
Inheritance of different abilities is implemented as a skill that acquires a buff that quantifies the "difference in status from humans".
This can be seen in the list of skills acquired when the race is actually placed in the nursery.
Due to this specification, no particular good or bad effect is gained by putting a human in the nursery.
fairy factions all can't trade in faction base?
B.E.P tech have two special console.
other neutral factions like mofy kingdom. can i trade with them in faction base?
or they have something special?(slave?)
another question
where can i read HAR buff about Nursery.
some HAR woithout skill like miho etc...
and feed human have skill? (show up ??skill)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3172488129
Upon investigation, it appears that the process of carrying food to prisoners is not designed for creatures smaller than a certain body size, and that little faeries, which have a body size of only 0.35 even for adults, are not allowed to carry food in any condition.
For this one, I will try to see if CoreMOD can fix the process of carrying meals to prisoners.
i get weird problem.
i have a lots of fairy prisoners.(16)
when they eat that food always drop on floor.
other human and har prisoners are works.
I will add x4 and x10 recipes, thanks for your input.
it is hard work for x1 cooking xd.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879080074&searchtext=hats+hair
I removed it, and could see the googles(on TOP of the fairies head, rather than over their eyes), but the hair was removed(invisible).
Since this mod does not include any process that modifies the drawing, it may be possible to display it correctly by manipulating the settings of other drawing-related mods.
In this case, the phenomenon of FP not recovering at all occurs even under normal conditions.
You can check the current amount of natural recovery of Little Fairy's FP in the "Brilliance" tab after selecting a pawn.
Once FP is reduced to 0, the effect of "Consumption" will be given in the health column for 12 hours.
During this time, FP will not recover naturally.
If FP does not recover naturally even when the "Consumption" effect is not applied to the health column, it is probably a bug.
I have a personal fairy named Keiko I like to wife, and I made her a powerful xenotype, though that was before you made xenotypes for all your races, and thus she didn't have the brilliance gene, after adding it though, it seems her FP doesn't regenerate anymore(maybe I tried adding it while she was down(via the character editor)).
I'll redit her xenotype and remove the brilliance power, to see if the FP starts regenerating again.
With this update, support for 1.3 will be discontinued. Sorry for the inconvenience.
In addition, I have added a link to github on this mod page for the archive before the update, so please download it from there.
以前予告した通り、大規模アップデートを行いました。
前提MODが増え、1.3のサポートを打ち切ります。申し訳ございません。
以前のバージョンをダウンロードしたい場合、modページにgithubへのリンクを追加しているためそちらからアーカイブをダウンロードしてください。
突然のお知らせで申し訳ございません。
私は現状の種族のグラフィックにあまり納得がいっていないため、MODの軽量化を図るのと同時に、グラフィックの大幅なリワークを行う予定です。
グラフィックのリワークに関しては
1:まずこのMODの前提MODとなるグラフィックと私のMOD種族の共通装備が同梱されたMODを作成する
2:各MODから種族グラフィックと共通装備を取り除く
…という2つの手順を踏みます。
そのため、グラフィックのリワーク後に既存のセーブデータに以下の影響が発生する可能性があります。
1:各種種族MODに入っている衣装が専用装備を除いて全て消滅します。
2:各種種族MODに入っている衣装の研究が消滅します。
リワーク用のMODの作成が完了次第、また改めて更新の連絡を行います。
I apologize for the sudden announcement.
I am not very happy with the current graphics of the races and will be doing a major rework of the graphics as well as trying to make the mod lighter.
As for the graphic rework.
1: First, create a mod that includes the prerequisite mod graphics for this mod and the common equipment for my mod races.
2: Remove the race graphics and common equipment from each mod.
...and then take two steps.
Therefore, the following effects may occur to existing saved data after the graphics are reworked
1: All costumes in each species mod will disappear except for the exclusive equipment.
2: The research of costumes in each species mod will disappear.
I apologize in advance for the possibility of significant changes.
As for the rework, it will take time and can be left as is for a while.
As soon as the mod for rework is completed, I will contact you again for an update.
Could it be a mod conflict?
If it happens in an environment with only Harmony, HAR and LittleFairy, please report it.