Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
























Via modding, you can simply make an override (or patch the restriction away), but otherwise they can't wear full-head-covering headgear and such. It is an intended weakness.
@8015
Thanks!
Working well on large modlists was one of my highest priorities when I designed the mod.
Glad it is working out well. ^_^
Selecting a pawn outside of the character editor should fix that.
The issue is basically that CE doesn't update the pawn selection and the mod obfuscates its code to prevent others from doing stuff like, well, fixing that issue.
@Onikage-056, God of Animatronics
Indirectly since iirc. you can manufacture an AdBot and then convert them.
The intent is for them to be a total-conversion kind of option in the player's hands. Just printing new colonists is a bit hard to not make OP or prohibitely expensive.
@Pimp Lucius
They gain a special vacuum resistance effect on space maps. :)
😏Oh can they now?