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Did you find my problem?
If so, did you patch it on Necron Core or on 40k Core?
Non-Necron question
The "bolters" that have a "rapid fire additional projectiles by +1" bonus now only fire 1 bullet per bullet when I place them and then pick them up again (when resetting the equipped gear, changing weapons, or other things), work normally when I close the game and I don't re-equip the previous actions.
Is this normal? Patched? Because it doesn't generate errors in the logs.
Thanks in advance
However, since 1.4 patched, vanilla injecting skin and hair color gene forcefully so their skin color may look similar - this is pinned in my to-do list to bypassing the vanilla skin recoloring logic, but not implemented yet.
I'll update Awaken Protocol's visual when I retourch / redesign necrons.
Currently, locally, I don't know if this problem has been resolved, and ChatGPT is having trouble helping me.
https://gist.github.com/HugsLibRecordKeeper/8a17c3e6f58dbaee3715ff81c52d3c93#file-output_log-txt-L8589
Basically, FlayedOne activates his Terror Ability, and the second he dies, all the pawns freeze (basically, it crashes the game).
If the problem has already been resolved, don't hesitate to let me know.
I did try adding an increased healing factor to the spyders abilities and that seemed to work well, it just doesn't restore parts. but I suppose the current living metal ability does that.
I think I may have figured out adding living metal to Biotransference, you can add <regeneration>50</regeneration> in the Hediffs_BodyParts_Biotransference.xml I just put it under <partIgnoreMissingHP>true</partIgnoreMissingHP> but I'm not sure if it matters where it goes.
But so far its working a treat!
It does require Anomaly to work though, as that DLC added regeneration ability.
Thanks again, loving the mod :D
But living metal sounds cool. In fact, that was what I was thought in a first time when I developed this mod back in two years ago, but I had much less coding skill at the moment. Will put it on to my to-do list for necrons.
Living Metal- could you make this a hediff with a flat healing rate, like the ghouls have in anomaly, rather than a daily ability?
Could be tied to the biotransference archite gene, or even its own gene so constructs have it too.
Just seems more inkeeping with a self repairing body as it also restores destroyed body parts without the trouble you were having with the current ability.
Additionally you could keep the current ability for lords as a bonus, or give it to tomb scarabs as an applyable ability like the sanguphage coagulate to heal damaged units.
There's my 2 cents anyway, love your work and excited for Tesla weapons!
Thankfully, my old codes still work for new HAR.
I don't see a New start mission to be Necron. So this is busted?
<story>
<bodyType>Hulk</bodyType>
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 28637FFA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Root_Play:Update ()
I understand it functions akin to Anomaly Research, but everything is listed as "Unknown"