Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem










that's outside the scope for this one
there's a few other mods that let you do stuff like that
they also only check every 3000 ticks (3 seconds) and it goes up to 10000 if they can't find anything for a while
Should be much more performance friendly and sowing should also work but I haven't really tested it.
Firefighting and hostile seeking behaviour now work when a pawn is resting. They also are the only jobs that can interrupt other jobs now.
Please tell me if anything isn't working anymore because testing this mod in a controlled environment can't compare to actually playing the game with this active.
technical stuff:
-removed reflection where possible
-reworked scheduling relying on the vanilla schedule manager
-cached common behaviours where possible
-cached defs that don't use quality for building
-hostile seeking behaviour is now limited to hostile pawns and exits early if they are downed, fleeing or unreachable
-added verbose logging
though considering i'm providing options for pretty much anything i might as well add it
I wanted to have some reliance on actual colonists but others might not