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回報翻譯問題
Post logs.
Also, this can happen randomly (even vanilla) if you set a lot of factions to spawn. Usually some random faction leader gets assigned a kickstarter backer background with incapable of violence and everything just explodes. Backing out all the way to the main menu and trying again usually works (remember to save any changes first tho)
@TROLLOL6
Not that I'm aware of, but you could always try asking the creator of the Nice Healthtab mod
@Maltesefalcon
I can't really control what Rimpy gets up to, but it should ofc. be after the DLCs
I don't think I have anything touching on meditation and Jotun xenotypes don't have any genes related to that either.
I would guess at some other mod being the culprit there.
@Kestrel
It does change the stack size limit since giants need to grab multiple meals. But it shouldn't make it not respect the stack size. If they end up all over the floor it might be due to the priority of the feeder being lower than the stockpiles and causing pawns to haul the meals away?
The settings was renamed half a year ago or so. The error is harmless, but you can get rid of it by simply changing any setting in the mod.
@Wargamer
I've had no problems during testing, and this mod doesn't inject any code into save files, so I doubt this mod has anything to do with your save file breaking.
If you have error logs you can link to them and I'll have a look.
I'd suggest trying Mid Save Saver to repair your save file.
@Evan
I thin Mile was working on resizing the hands for this mod so giants don't have tiny hands. Maybe check with them if the patches are working right.
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><scaleBt>True</scaleBt></ModSettings>
What mods are required to reproduce that issue?
Ill try to look more into it but for now I can confirm that it would happen to the Deserters in Empire Expanded's Manor Scenario, and they were not turning invisible through technology or gadgets.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891845502
I put the log note in a discussion
No idea. When does it happen? 1.5 or 1.6?
@moo
When enabled it tracks a number of health aspects on pawns via a high performance scheduling system.
Depending on a number of hidden factors pawns can develop health issues related to aspects such as cardiovascular health. Various genes and bionics can mitigate or entirely negate aspects. For example, replacing your heart with a proper bionic heart will provide you with perfect cardiovascular health.
@Kc
Mostly, yes. The last gif is Unagi's facial animation retexture.
From an earlier reply:
It is a prototype aging system which is off by default, excepting some aging genes which turn it on for that particular pawn.
Think of it as "Time Kill", except a bit more advanced and without being a literal death-clock (pawns still die to preventable causes and you can make someone immortal via bionics).
The race exists, but the framework itself won't spawn them.
Big & Small Genes has a genes that apply said races. Those genes are also the easiest way to get hybrid races like 4-armed centaurs with wings, etc.
Should be fixed now.
Currently, the only Humanoid Alien Races framework that is compatible with Rimworld version 1.6 is Humanoid Alien Races Dev.
That isn't normal. The mod normally has negligible performance cost. The only real cost I'm aware of in 1.5 is when pawns are starving and keep checking every food source available, but I'm pretty sure even just the vanilla code (in 1.5) is expensive.
Even so, the 1.6 version should make that much cheaper.
@Ravinglegend
They show up in my test-list for 1.6. Or is this 1.5?
Which combination of mods are you using? Just in case something somehow is unloaded.
Thanks. :D
@Myphicbowser
I might look into it in the future. Not sure how tricky it would be.
@TheDZD
I'll see if I can roll out a fix for that.
It took me a while to figure it out, but the framework does create new Technology, Craftables, and a few other small things that we see in game (Another example is the Bill to destroy robots) that simply has nothing to do with any other installed mods, I realized that these were things that needed for your other mods, and I was curious if it would be possible to hide those if you don't have another mod that uses them
Please link to the complete logs.
My mod alone won't do something like that, so it is no doubt some mod interaction.
Yes. If You're using modded factions you need to use the Mid Save Saver to clean up the save though.
@AlexiTrinune
This mod should work with HAR decently, but stuff like adding extra arms to HAR races is a bit tricky unless the other modder wants to add support for it themselves.
It does work for custom races designed in a B&S kinda way though (e.g. the TV-headed robots can have extra arms added, etc.)
@Jiopaba
Aside from giving them +8 mining and stuff, not really. Mostly because too many variations tend to get people complaining about gene-bloat. I do encourage you to make your own custom genes using the framework. It is really easy to do, and you're of course free to upload your work to steam workshop. :)
@Reidlos
I'm not quite sure what I could do from my end. If they don't have support for bodies with extra arms (etc.) then I doubt I can do much about it.
If the MP guys are willing to help out from their end I'll tackle it. Last time they just told me to grab a nugget that is incompatible with my project.
@Myphicbowser, MozarteanChao
Possibly. You could try applying the Androgynous gene from my mod, that one should make a male pawn render with a female body/head.
A few other mods similarily swap the head/body, so likely the issue is literally me trying to stop other mods from reversing the androgynous-type changes. (iirc. Nal's FA mod will reverse heads not matching the gender for example).
@InVinoVeritas
LO?
I've not heard about that issue before. It is possible turning off scaling on animals isn't working correctly though.
@Quilava
Harmless error. The settings file name's type was fixed awhile back. The error will go away if you change literally any mod setting.
@...SeVeN...
I think that is a compatibility issue with another mod, but I'm not sure which one.
@arget03
All xenotypes that are defined via XML will have targets auto-generated. You can use the Xenotype Exporter to generate targets for your own custom xenotypes.
@bloodandcheas
No idea why they are pasting errors about me changing skill learning rates. I'm guessing it is a validation check of some sort. I'd say that is something for the other mod to look into because I'm not really doing anything unusual.
with the mod enabled, a female pawn with the male body type would have her body type set back to female repeatedly, including immediately after crash-landing - without it, she seems to function as expected.