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(1) (Hopefully) fixed issue noted by @PriinceShriika ; (2) now enables comfort/recreation/chemical need by default (configurable); (3) Support for "Dubs Performance Analyzer" (you can now see more about the performance of this mod).
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模组1.4.2版本已经在 GitHub [github.com]和创意工坊更新。
(1) (大概) 修复了 @PriinceShriika 提到的设置无法保存的问题; (2) 默认启用了舒适、美观、成瘾品需求的溢出 (3) 兼容Dubs Performance Analyzer(可以更详细的分析模组性能了).
你好,你好礼貌呀hhhh 多谢你的建议
在这里“饿的越快”的意思是“饮食值下降的速度加快”,不是“吃饱的人反倒比吃不饱的人先饿”的意思。等到吃饱的人饮食值下降到100%以内,他饿的速度也就回到正常人的速度啦。
这个是我出于类似“边际效应”的考量而 故意设置的,假如你100%饮食,12小时后可能掉到20%(下降80%),200%饮食12小时后可能就掉到80%了(下降120%)。后者虽然“饿的更快”,但还是能比前者坚持更久时间不吃东西。
原版游戏也是这样设计的,哪怕不考虑食物溢出,把小人放到快饿死再喂食的话 消耗食物的量会比正常喂食明显更少,也就是“越低饿的越慢,(相对的)越饱饿的越快”。
With the raceDef they seemed to revert sometimes (after save relaod I think). I report back if it happens again with your implementation.
Should be fixed now with built-in compatibility patch for Dust Bunnies
启动游戏提速~10秒左右,提升兼容性,添加大量新设置(如果启动游戏发现红字,考虑把模组设置文件删掉让它重新加载)
Mod version 1.4.1 has been uploaded to the Workshop and GitHub [github.com]
~10 second improvement to game startup time, better mod compatibility, many more configuration options. (If you see setting-related errors at startup, consider deleting your mod config file and let it regenerate.)
Anyway, the defName is Crows_DustBunnyRace
Hahaha that's funny story.
I think I should add the Dust bunny to the default list of excluded races then. It'd probably be easier than asking Crow for a patch.
I'd like to share a funny story with you:
I'm playing with Crow's dust bunnies. they eat filth when tamed and of course newly tamed animals have no area restrictions. I found out, my pawns tamed a dust bunny around 2 ingame days afterwards and my colony was almost sparkling. The poor dust bunny had a food bar of 1021% still runnig around like a mix of pacman and kurby.
I added them to your exclusion list. thank you for this feature! I also told Crow about this. it's really hilarious^^
Glad to hear it helped! Though "disable overflow by gene" need to be enabled in the mod settings and should contain the "Mind Coalescense" gene - it should already be there by default, but check just to make sure and let me know if it isn't showing for some reason.
Mod version v1.3.5 has been uploaded to both Steam Workshop and GitHub [github.com]
修复了上文@D 提到的问题。
Fixed issued noted by @D
This error only appears once per game and doesn't affect anything other than the visual(placement) of the tick mark.
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现有版本心情/美观等有那个趋势标号的需求条在溢出时可能报错,但每次启动游戏只会报一次,除了标号绘制外观/位置之外没有别的影响。
我几小时后更新一下修复。
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.Need:DrawBarInstantMarkerAt (UnityEngine.Rect,single)
NeedBarOverflow.Patches.Need_DrawOnGUI:PrefixMethod (RimWorld.Need,UnityEngine.Rect,int,single,bool,bool,System.Nullable`1<UnityEngine.Rect>,bool)
...
This happens when a pawn using a psychic harmonizer at above 100% mood, in my case, a death resting pawn at 150% mood
You may need to draw the Mood bar further in the Needs tab as you do with other bars.
Not asking for a fix, just giving a heads up. (I just tossed Insanity out, wasn't really enjoying it)
Version 1.3.4 have been updated on Steam Workshop: Fixed visual bug mentioned here
Version 1.3.3 have been updated on the workshop
模组版本1.3.3已经在GitHub上更新 [github.com]
Tweaks to the GUI looks. Now overflow part of the bar looks different.
修改了用户界面,(需求条)溢出部分会有不同的外观。
I will upload it to the Workshop in a few hours. 我几个小时后会更新到创意工坊。
“小人的AI仍然会把100%认作自己的上限”,所以如果吃小份的食物(干肉饼,生食等等)他们只会取用刚好满足到100%的食物,只有单份食物(相对进食者来说)够大的时候,才会看到显著的溢出。
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"Pawns will still think of 100% as their cap", so if you feed them pemmican/small pieces of food, they'd only take just enough to just reach 100% food, so they won't see lots of food overflow unless they get large meals (compared to their body size).
测试了一下没发现问题……能详细讲一下你游戏观察到是怎么样,认为应该是怎么样吗。
“只吃1.0”如果指的是“吃一次食物只涨1.0营养”:这大概是正常的,食物能提供多少营养就只能涨多少。这个模组不会给你加强食物数据。
如果指的是“吃到1.0就不自动吃了”:这是正常的,小人仍然会默认100%是它的最大值,不会主动去吃东西超过100%。
如果指的是“吃完东西还是锁100%营养上限,多出的营养消失了”:那可能是你的小人因为属于特殊的种族/有特别的健康状况/衣物/基因,不过如果你把相关的模组设置都关了,应该不会影响才对。
还有一些少数特别情况会为了模组兼容而禁止食物溢出,不过对绝大多数小人应该都没影响才对。
1. 新的可设置选项:根据基因禁止小人需求条溢出。
2. 修改饮食条默认溢出值到200%(可修改)
3. 对以下模组改善了兼容性:原版营养膏拓展,原版种族拓展——真菌,WVC更多基因
如果没有人发现错误,我几天后会把这个版本上传到创意工坊。感谢各位玩我写的模组!
New configuration feature: Disable Need Overflow by active gene.
Modified default food overflow to 200% (configurable)
Improved compatibility for the following mods: Vanilla Nutrient Paste Expanded, Vanilla Races Expanded - Fungoid, WVC - Xenotypes and Genes
I will upload the update to the WorkShop in a few days if no one finds more bugs.
This should've fixed the issues mentioned by the following people:
[@CMaia][@Takk][@Guineatown20806 ][@infra-dan-accelerator unit 84725 ],[@D ]
Thank you for playing with my mod!
模组版本1.3.1已经更新:修复了一个涉及模组设置的小BUG
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This is unrelated to the bug report from @moo , I don't think my mod was the cause of error in their modlist, but I looked into it and you can read the discussions "1.6" for details.
以上跟楼下@moo 发的BUG报告无直接关系,我认为他的模组列表有其他模组造成了报错,具体分析讨论可以看"1.6"讨论链接。
I'll see if I can write a compatibility patch with Nutrient Paste Expanded this weekend.
Regarding "Colonists and mechs are also seemingly continuing to feed pawns when full" do you mean with some item/machine in the Nutrient Paste Expanded mod (meaning that I need to patch their machines), or just always when the Nutrient Paste Expanded mod is enabled (meaning that they've patched pawn's AI and I need to patch their patch), or always even when that mod is not installed (meaning there's a bug in my mod)? I can look into that too.
The mod version 1.3.0 has been updated on Steam Workshop to support RimWorld 1.6.
Please let me know if you notice any bugs. If you need specific past version, you can manually get them from GitHub.
如果发现任何BUG还请告诉我~如果需要历史版本,可以从GitHub手动下载。
感谢你的感谢喵
我已经在GitHub上上传了支持1.6的模组版本1.3.0 [github.com]
Please let me know if you notice any bugs, thanks! If not I will upload it to Steam workshop in a few days.
如果发现BUG还请告诉我下,多谢!如果没有发现BUG,我会在几天后更新到创意工坊(我改主意了决定提前更新)。
可以设置,游戏主界面->选项->Mod选项->需求条溢出->禁止部分种族需求条溢出,在下面的文本框输入你想禁止溢出的种族名称。
可以输入“人类”或者“Human”以及其它任何你想要禁止溢出的种族,如果字体变色了,那说明模组认识了这个种族,并且不会对这些种族生效。
所有有需求条(包括饮食条)的生物(人类,动物,机器人等等)都支持。
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All pawns (human, animals, mechanoids, etc.) with need bars (nutrition, etc.) are supported.
I do not know how to speak French, unfortunately.
If someone who understands French is willing to translate the mod, I'd be glad to add the translation to the mod itself, though I'd recommend them making a separate translation mod like this one for Russian and I will feature a link to the translation mod in this page.
I don't like that those mods try to "disable" a need by manually refilling the needs periodically... IMO that's very performance-inefficient, but I think I have to deal with these mods existing and try to make my mods compatible anyways. I probably also need to think about if I can find some way to automatically detect these cases, so I won't have to patch them in a case-by-case basis as they get reported.
The 300% cap and the -20% moving are the mods' default settings which you can change. In your case you might prefer to change the former to infinity and the latter to disabled.