fix: 把被两个提交“优化”坏的督虫出生链路修回来
- 恢复 NodeSwarm 基础种族的 ARA_HiveMindDrone 注入(撤销 d69dc3b 引入的回归)
- Ootheca 与队列孵化统一改为 forceGenerateNewPawn=true,绕开 redress 路径跳过 startingHediffs
- 新出生督虫稳定携带 ARA_HiveMindDrone,不再靠运气触发
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@@ -115,7 +115,10 @@ namespace ArachnaeSwarm
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{
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if (order.spawnUntilTick > 0 && Find.TickManager.TicksGame >= order.spawnUntilTick)
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{
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(order.entry.pawnKind, parent.Faction));
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(
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order.entry.pawnKind,
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parent.Faction,
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forceGenerateNewPawn: true));
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if (pawn != null) GenPlace.TryPlaceThing(pawn, parent.Position, parent.Map, ThingPlaceMode.Near);
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return true;
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}
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@@ -200,4 +203,4 @@ namespace ArachnaeSwarm
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}
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}
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}
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}
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}
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@@ -355,7 +355,10 @@ namespace ArachnaeSwarm
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{
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if (order.config?.pawnKind == null) return;
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(order.config.pawnKind, parent.Faction));
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(
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order.config.pawnKind,
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parent.Faction,
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forceGenerateNewPawn: true));
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if (pawn != null)
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{
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ApplyQualityEffects(pawn, order.QualityPercent, order.config);
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@@ -339,7 +339,11 @@ namespace ArachnaeSwarm
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if (incubatingPawnKind == null) return;
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float finalQuality = QualityPercent;
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var pawn = PawnGenerator.GeneratePawn(incubatingPawnKind, Faction);
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var request = new PawnGenerationRequest(
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incubatingPawnKind,
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Faction,
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forceGenerateNewPawn: true);
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var pawn = PawnGenerator.GeneratePawn(request);
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ApplyQualityEffects(pawn, finalQuality);
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GenSpawn.Spawn(pawn, Position, Map);
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@@ -564,6 +568,7 @@ namespace ArachnaeSwarm
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// 首先添加中子通量Gizmo(最重要的控制)
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if (Faction == Faction.OfPlayer)
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{
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yield return new Gizmo_PawnProgressBar(this);
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yield return new Gizmo_NeutronFlux(this);
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}
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// 然后是基础Gizmo,但过滤一些不需要的
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