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
As i said previously, part of watler's proposed blacklist, dealing with Aptitudes will not work, because actual in-game genes are "VREA_AptitudeBasic_Melee" etc
thankfully, they dont seem to force android "xenotype" on the pawn, so it should not be that much of a problem
to the author:
"contains" clause you referenced in a code seems to check if the BL string contains the verbatim defName, and not vice versa
line 195 of MutatedPawnMod.cs :
var blackListGenes = allAvailableGenes.Where(x => blackList.Contains(x.defName) || blackList.Contains(x.LabelShortAdj)).ToList();
maybe if it could be supplemented by something that would check for "x.defName.Contains"?
i, sadly, am not too strong in C# and too has been on hiatus from gaming, so i cant, sadly, offer more productive input or even a thorough debug.