Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem








How about renaming the "dumb" gene into something else such as the "arrested development" gene?
I'm going to remove the dependence on all genes, just make them a little more demanding on metabolism.
-
I do not mind renaming, I still have no ideas for a shorter but more meaningful name.
Thanks for accepting my suggestions!
I don't see this as a problem, if the players want to do that, then let them do it. Kill boxes make combat much easier, but no one forces you to use them. It's exactly the same here.
I wrote about the fact that vanilla mechlink is used in a note to the gene.
Wow. At the moment, this is practically impossible for me. Even in the first two lines, I see months of work.
However, in pregnant pawns, it is already possible to see the genes of the fetus. I think it is quite possible to attach an editor to this by setting some conditions. When I finish my current plans, I'll at least take a look at the vanilla pregnancy code.
the mod is already a god send, and that would be great for more specialised colonies.
[Excise]
Archite gene that allows pawns to replace lost or damaged organs by brutally ripping them out of others.
Using an ability on a downed pawn will cause them to die/become seriously injured and the lost/damaged organ to be replaced/repaired
Implementation will take a lot of time. Maybe when I finish my current plans.
It's easy, the longest part is drawing the icon. Will be in one of the next updates.
Syther Head, Tiny Millitor, Something that looks like a centipede. Just throwing out ideas.
Okay, not soon, but it will be. Icons don't take giga-hours to implement, so I'll get to them when I'm done with the current balancing of the mechanoid genes.