Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
打完这个mod可以用神经操作仪操作任何生物,终于不用因为原版动物AI吐血了。
Exception in JobDriver tick for pawn Allie driver=JobDriver_UseItem (toilIndex=1) driver.job=(GR_UseGenetrainer (Job_30512886) A = Thing_GR_RodentGenetrainer2799007 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.InvalidCastException: Specified cast is not valid.
Mods that may be effecting this: ogrestack possibly, just added it the other night. but I doubt it.
Fix: Genetrainers were failing due to changes to CompUseEffect_DestroySelf
Tweak: Got rid of the mechanic where using a second genetrainer would destroy it. It will now just fail, but not destroy the item
https://sp.zhabite.com/sharedfiles/filedetails/?id=2881540634&searchtext=
Correctly posted on the Bug Report discussion.
Thanks for your feedback! :)
"- The animal control implant. You can now add animal draftability to ANY animal in the game, including modded."
Does this mean I can get my mechanoid gene fire-proofing back? :D
I completely missed the Fertility part until I read the flavor text. And... I dunno... I think that's the important part.