Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Some item that is consumed on use with an appropriate cost that allows you to check in the field would make that process much more elegant, while still being quite a bit of effort between aggroing the dino with the blood draw and having to escape it without killing it to analyze the sample safely.
Due to the actual functionality of the darts and vial, they're actually intended to not be able to be made and used on the fly. The idea behind them is they need to be taken back to the lab to be studied.
There might be some other mods on the workshop that function as portable chem benches though. They could perhaps provide what you're looking for.
On tamed creatures, it shows wild stats + those gained after taming bonuses.
I mean, you may find mediocre wild dino, but after taming have top attack, for example. Scarce chance, but...
It swings in roundabouts. A high melee damage wild dino could end up getting all its taming bonus in a different stat, or it could also get the majority of them in melee too.
Taking a sample both pre and post tame would allow you an in game way to compare stats, as opposed to using something external.