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报告翻译问题
Something I have been wondering is if you ever played with the idea of integrating ranged attacks or abilities, maybe with something like Ranged Animal Framework. That might be able to generate some cool ranged mutation effects like it does a nice fire breath with mods such as Red Dragon. (Ps, putting in that Red Dragon mod with standard mutaserum or syringe costs would be terribly, horribly unbalanced).
One of the key features of the mod is the way it shows/hides morph parts on the pawn sprites, and one of the things I notice most often is the way it shows and hides morph jaws.
Obviously not all hats/helmets conflict with where the appearance of the animal jaw would be, and though I haven't looked deeply at the modded files, I'm guessing that if a helmet protects the jaw part of the pawn, it's configured to hide the snout.
I think it would be really nice if this were, if nothing else, a toggleable option in the mod settings. I get that sometimes (often) the pawn parts will clip with hats/helmets because of the way the layers are rendered, but it would be nice to have the choice to just show them anyway.
One of the common mods I see people use, including myself, is the one that lets you show hair with hats, which also includes a feature for hiding hats entirely until pawns are drafted. I don't expect that kind of robust detection or mod compatibility, but it would be nice to have a way to work around how that interacts with animal parts.
I noticed this also goes for cryopods to some extent, as there are mods that use the same functionality for storing pawns inside of them, but which are supposed to have the body visible inside the unit through a transparent surface, and the way this interacts with Pawnmorpher is to always hide the morph parts, even though the whole body is visible.
On a related note, I know that this is also tied to why humanoid alien races aren't supported, but it would still be cool to have an option to just force it to display morph parts on aliens even though it doesn't change other aspects of their sprite, should they be affected with the mechanites.
In general I just like the seemingly simple solution of having these be toggled settings that can override the normal behavior, even if it doesn't always look clean when doing so... but that's also still just "seemingly".
We're hoping to extend mod compatibility in the coming versions, if you were able to point out some things that affect it graphically those are one's we'll try prioritise for.
Specifically, when hats are hidden on morphed pawns where the headgear is intended to hide a particular asset (almost always just the snout), when the headgear is hidden, said part remains hidden as well.
With BioReactor, when a pawn (or other mob) is inserted into a reactor, the pawn's model including clothes and hair are visible in a layer under the transparent tube sprite, but pawnmorpher markers are hidden. I assume this has something to do with the way it hides injury markers for creatures inserted into the pods, which iirc is the way Pawnmorpher gets the morph sprites to show in the first place.
I haven't ever really encountered any other issues.
The only compatibility for Pawnmorpher that I feel super strongly about is humanoid alien races, though I don't know what the "right" way to make them interact would be.
Obviously it would be nice for aliens, especially the very humanoid ones, to be able to have the option of using the sprites, but aliens turning into proper morphs obviously causes its own set of problems.
In a perfect world, in my opinion, there would be a technology option that lets you use the small mutation chambers, or a variant of them perhaps, to swap a pawn's species to another humanoid alien species, either through the use of a tagging system like the rifle as it currently exists, or through some sort of autodetect system.
Some sort of race changing functionality already exists because of how the game changes humans into morph species types, but getting that to work in other directions is obviously not simple.
Also, although it isn't a visual thing, the pawns do actually "get bigger" from a game mechanics sense.
There's a body scale statistic which determines how large or small a unit is treated by various other mechanics in rimworld, and morphs have varying body size values based on what kind of species the morph is- though admittedly a lot of them have larger body sizes even if thee animal they're based on is a lot smaller, like chook and snakemorphs especially have a body size of something like 1.1 when a standard human has a body size of 1, and obv things like Elephantmorphs are up at 2.5, and Thrumbomorphs are all the way up at 4.
When one is trsnformed into animal maybe remove eat without table debuff or in case of mutation affinity add som mod buff for it.
Another thing, maybe a trait related to pawn wanting to be animal instead of partially muted? I like how you get this test "It's a little bit to extreme for me" etc. But what if this wasn't too extreme, but finally enough?