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
In the future, the craftable pawn framework will be opt-in only. You will need to add a DefModExtension called CF.HatcheeForcedPlayerFaction to all of your hatchable ThingDefs.
This change has not been applied yet, but I wanted to notify you in advance since your mod will be affected by this.
Let me know if you receive this message, and thank you for using the Community Framework.
@arget03 Use the "Biotechnology - Auto animal patch"
I made this for when I want to play Genetic Rim easily.
Of course, now that Generic Rim has been released, I can tweak the textures and balance a bit, but not for now. Personally, I have a little bit of work to do.
i'm aware they serve two completely different purposes, but being able to produce any animal you want, then immediately break it down to be used in horrific experiments... well, it sounds very Rimworld, but i'm worried that it may break some of the built in balance that VGE tries to implement.
I was wondering if anyone has had any experience using the two together yet, and what their thoughts were