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Báo cáo lỗi dịch thuật
- Biomes! Caverns
- CaveBiome (Continued)
- CaveWorld Flora (Continued)
- Geological Landforms
- And then get silly with ReGrowth: Expanded World Generation to turn the whole world into a giant network of caves. Say the surface is irradiated from a war or something.
- If so inclined, use Xenotype Exporter and Xenotype Spawn Control to make the under-dark home to some other things for variety. Shroom-themed phytokins using Fungoid genes, perhaps?
I'd also recommend Vanilla Plants Expanded - Mushrooms, and using Tweaks Galore to enable growable mushrooms.
I agree. The dirtmole changes feel contradictory to dirtmole lore, too. They were made to *survive* underground, form whole societies, not simply extract resources, so extra mining yield feels off.
Mild UV sensitivity feels off cos, well, they're meant to live DEEP underground their whole lives, not pop into the mine a couple hours each day before going home to some above-ground house. Fast wound healing is good for places that are prone to collapse, or megaspiders, or where melee combat is the norm, or where getting scrapes in the dark is common.
All that said; Xenotype Exporter Tool. It's an absolute godsend of a mod. Like 99% of a xenotype mod, but dislike that one little thing? You can just change it, easy as that. Plus you can make your own xenotypes that get recognised as modded rather than custom by the game. It's awesome.
[Vanilla Xenotypes Improved - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/GeneDef[defName="VRE_AnimaAffinity"]/biostatMet"): Failed to find a node with the given xpath
Could not resolve cross-reference: No RimWorld.XenotypeDef named VRE_Animakin found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance
<li Class="PatchOperationAdd">
<xpath>Defs/GeneDef[defName="Ageless"]</xpath>
<value>
<exclusionTags>
<li>Pawn_Aging</li>
</exclusionTags>
</value>
</li>
seems like wvc xenogane patch this too but in different way so it doesnt patch this line if it is already patched.
@Dauntless1942 Thanks!