Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And when pawn goes out to move something, it gets infected with a crimson virus, and 4% goes berserk,Isn't it too early to go berserk.
or can there be a treatment method or antiviral clothing
I've been playing a savegame for quite a while now, it was working flawlessly when suddenly the Kraltech Faction wanted to spawn a pawn who needs a high construction skill but was placing it in a newborn? Here is the Problem, Thank you so much!
Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring scenario requirements.
Could not generate a pawn after 100 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring validator.
Pawn generation error: Generated pawn incapable of required skill: Construction Too many tries (120), returning null.
Idk how to make a patch mod but if you run around in the defs and change the numbers to be more reasonable it should help with the balance of stuff like turrets & mechanoids
(for reference: The charge rifle in the base game has 0.4 accuracy at range)
do not expect further updates! :D
I'm dealing with early pirate raids where every raider has "super steel alloy" plate armor.
More specifically, a question about the armor and its protection against vacuum and suffocation.
@JCLKingu Will look at fixing today
@Mismagius Will take a peek at those i might have missed them going through it
Upon digging into it, I noticed that the eyes 'boost' shooting accuracy by x10%, setting it down to 2, as shifting him to bionic eyes after actually fixed the problem.
I'm not the best with math but doesn't x10% equal x0.10? Obvious potential of a mod conflict, but I'm curious if anyone else had the problem.
Colonist with Archotech Leg, Executive Leg, Executive Arm and Archotech Arm can wear flak gloves but can't wear boots.
Colonist with one intact leg and one peg leg can wear flak boots as soon as i replace the normal leg with an archotech one he can't
The technical thing with the boot and gloves is the same on the vanilla expanded ones for me, when you replace the arms and legs with anything non natural, than you cannot wear thoose
As the crimson rain even is described as nanobots that attack the neural central of anything not under a roof, it's understandable to affect mechs aswell in that case (mechs neural central are thier subcores)
But yes you should cherry pick the crimson rain event if you don't like it
@temirlan200125
Yes it's totally compatible with Character Editor