安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








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.