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<li>
<stat>MeleeDamageFactor</stat>
<valueBySeverity>
<points>
<li>(0.0, 1.00)</li>
<li>(0.1, 1.50)</li>
<li>(0.2, 1.70)</li>
<li>(0.3, 1.90)</li>
<li>(0.4, 2.10)</li>
<li>(0.5, 2.30)</li>
<li>(0.6, 2.50)</li>
<li>(0.7, 2.70)</li>
<li>(0.8, 2.90)</li>
<li>(0.9, 3.15)</li>
<li>(1.0, 3.38)</li>
</points>
</valueBySeverity>
</li>
left number is the hediff severity value and the right is the multiplier for the stat. all you gotta do is go into your files and have at it. takes like 10-15 mins to figure out at the most
Though now that i think about this, this doesn't really change the max potential and if you set the hediff to a value above the max potential it'll automatically bring you back to your potential cap, so no unfortunately not. sorry about that, its completely random.
Im not sure how its working for you, but as ong as the negative sign isn't there it works.
Also its only after the adaptive expression is developed a bit that the temperature becomes an issue. SO if you just start a new game and give the gene to a pawn, It will work fine for a bit.
The code you posted is the same as mine, so its not an update thing. too fix it, just remove the negative sign. (Should look like this "1.875")
Tested this on 1.6, but I'm sure it will work for all versions. @TheCynic
<li>
<stat>ComfyTemperatureMin</stat>
<valueBySeverity>
<points>
<li>(0.0, 1)</li>
<li>(0.1, 0.2)</li>
<li>(0.5, -1.875)</li>
</points>
</valueBySeverity>
</li>
<li>
<stat>ComfyTemperatureMax</stat>
<valueBySeverity>
<points>
<li>(0.0, 1)</li>
<li>(0.1, 1.3)</li>
<li>(0.5, 1.7308)</li>
</points>
</valueBySeverity>
</li>
for me it fixed it but ill try updating the code once more
finally i dove into the files and replaced the code in the cold section with the one from the heat section to fix it.
maybe its a workshop issue and i'm still getting the old file before the fix but at any rate it works now.
at any rate thanks for making this mod since the only gene kind of like this was in the superhero gene mod.
This system is designed to support pawns born in your colony, especially those raised naturally rather than grown in vats. Over the course of 3.30 in-game years (the time it takes for a pawn to reach biological age 13), they will gain 1.0 gene expression passively, regardless of combat involvement.
This means a colony-born child will reach a baseline strength by the time they become a teenager provided they survive to that age and are raised outside a vat. This greatly improves their survivability once they enter adulthood and begin participating in combat.
After these 3.30 years, maturity-based growth stops completely. From this point on, combat progression becomes the sole method of advancement."
Like ik at the higher levels like 80% -100% a person with this gene can be strong but I want stronger ._. . Like 2x stronger, this is just a dumb suggestion you dont have to listen to me at all lol.
and also BreadandRye no, i did think about it, but considering they are already so OP, i figured you could 1. use bionics, or 2. breed this ability into them with wasters or other custom xenotypes
1. I'm not entirely sure it will react well with the chimera gene system, you're welcome to test it. my intention for this gene was to do my best to isolate it and prevent stacks, maxxing builds and what not. The gene itself is pretty OP. Like I said 0.1 is about your typical raw strength of a neanderthal with some bonuses and it just scales up from there. The gene can only really be passed along with the breeding of colonists, as xeno injecting will simply be rejected. Though I'm not even sure my gene can be collected, which was somewhat of my intention, the idea being these characters are so strong that stacking, or perfecting a colonist is unnecessary or ruins the idea of the challenge. I made this to kinda have fun with the breeding system, strategic hybridization breeding, and to let people have fun with the progression system.
2. This should work with 1.6, if it doesn't i'll be testing it, looking for feedback in the comments and fixing it.