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https://gist.github.com/HugsLibRecordKeeper/708fe78c08e517a0d5dcb710fb614fac
Here's my log to help you: https://pastebin.com/6y4WK6X6
After I've finished programming the Anomaly genes, I'll work on it.
If you're looking for feedback, I'd suggest that the fainting effect from the "Terrified" gene is a *bit* powerful for something that *may* happen according to the description. From my experience it seems to be almost guaranteed that it happen a few seconds into combat if not instantly. "Free Spirit" also honestly feels more like a boon than a penalty, but that might be more down to playstyle.
fwiw: I have been playing this on 1.5 (no anomaly) for some time (multiple saves, hadn't gone more than 1-3 years in any one particular colony) but haven't ran into any issues with the latent psylink gene that others below have had. I think I remember a pawn receiving a starter psylink from it at some point, even.
It's based around a random chance that is checked at fixed intervals. It's currently balanced so that the initial psylink is granted at the age of 45, though there is also a chance of newly-generated pawns with the gene being given a psylink based on their age. For pawns that already have a psylink, it will grant additional levels up to level 3 every 5.5 years on average. No other factors affect it, it is purely random.
Currently, latent psychic is mostly designed to improve the Regalids from Integrated Xenotypes, who spawn with the gene naturally. If I ever find the time to pick up mod development again, I might reexamine the gene to make it stand better on its own.
Still noticing this too. Tried to make my own custom xenotype with blind genetics only to find out that it's not applying the bonus. :/
The eyes still have to be cut out/gone to apply, which is rather surprising, considering that they are still listed as having Sight at 0%
Fun fact! I thought that the Blightsight meme was required to make pawns more psychically sensitive. Turns out that any pawn that gets blinded gets a psychic sensitivity bonus of +50% (!). Blindsight gives you a 30% bonus on top of that. Genuinely didn't find that out until today.
Thanks :)
And will this level up psy link up to 6? I put this gene and latent psycic, but never experienced something different. It's almost year away after i put this gene on.
I think i have found a bug.
I have a pawn with meditation dependency, and it loose all of his solace everytime i save and reload the game.
I play with loooooooooots of other mods, so maybe the problem come from elsewhere, but i still think it would be cool if you can check this.
PS: great mod.
It seems like geneblight is happening twice as often as it should be, because the gene is configured to apply the affliction 4 times per year.
I'll double-check the tuning and take the mechanical changes into consideration. Thank you for the comment.
One of my colonists was afflicted by Geneblight on the 1st of Sep, 13th of Sep, 11th of Dec and the 14th of Dec. This is with about 2.5-3 days of treatment between each one.
Is it possible to make Geneblight a longer term condition that alerts once it reaches more critical levels rather than the random cooldown time between each occurrence?
I don't want to spoil too much of Anomaly for myself by digging around in its files, but I am planning on looking into it after I finish my playthrough. I have a few ideas already, but I don't want to say too much too soon.
All the ones that I'm aware of, I believe.
Sorry, disregard my previous comment, it was a typo in the definition for the social interaction. I'll put up a hotfix ASAP, thanks for the heads up.
It's probably an issue with Steam's content distribution. Try forcing an update by unsubscribing from the mod, making sure that the Steam update for RimWorld completes, then subscribing again.