边缘世界 RimWorld

边缘世界 RimWorld

340 个评价
Niilo's QoL
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Mod, 1.3, 1.4, 1.5, 1.6
文件大小
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更新日期
34.287 MB
2021 年 10 月 21 日 上午 6:22
10 月 2 日 下午 1:30
123 项改动说明 ( 查看 )

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Niilo's QoL

在 nikos 的 3 个合集中
Developer Essentials
17 件物品
Features Included In NQoL
117 件物品
Works Well With NQoL
28 件物品
描述
不同模组的补丁集合。
类似于 "DocWorld"。


建造菜单-下拉菜单
  • 可自定义——你可以单独启用或禁用分组。
  • 将各种同类物品合并至单个物件的下拉菜单。
    建造菜单[/h2]
    可选分类
    • 可自定义​­——可以单独启用/禁用功能
    • 选项卡(医疗):将医疗床,手术相关,休眠仓等建筑归类到医疗选项卡。
    • 选项卡(点位/spot):所有可迅速指定的点位全部归类到此处(屠宰点,仪式点等)
    • 选项卡(存储):将存储建筑归类到此选项卡
    重新排序建造选项卡
      可自定义——定制建筑选项卡的顺序
    重新排序菜单按钮
      可自定义——可以重新排序按钮,并设置其按钮的尺寸预设
    工作行为
    • 可自定义-所有功能均为可选功能
    • 护理工作-主要负责医生工作的社交方面,如给病人喂食喂水和护理。
    • 心肺复苏(CPR)-如果启用了 "Death Rattle(垂死挣扎)" mod, 可以指派医生进行心肺复苏工作,争取抢救时间。
    • 打磨墙壁和地板-作为山顶洞人对要先打磨墙壁才能放电线和管道的事情破防了?嘛,再也不会有了!
    • 搬运前合并-优先就近处理合并工作,然后再执行其他搬运任务。
    • 紧急治疗-将医生任务设置为紧急任务的各种详细设置,解决医生在急救时想要先睡个觉的尴尬。
    • 预检分诊-医生会根据出血率对患者进行排序,优先照顾高出血的危重患者。
    侧边选项卡调整
    • 可自定义——窗口大小均可自由调整:
    • 存储筛选页面
    • 动物筛选页面
    • 自动割除页面
    • 深度存储页面(mod联动)
    • 等等...
    世界生成和大地图
    • 可以在世界地图上生成更多,更少,或维持原版数量的河流选项。
    • 道路颜色:显示在世界地图上道路各种颜色方案的多种该选项。
    研究重做Research
    • 可自定义——所有研究选项均为可选功能
    • 选项:0研究开局
    • 选项:重做前期研究,新增20多个新的研究项目
    • 调整模组流程:如“原版天然气扩展”,将气体研究移动至电力前。
    • 注释:根据我的经验,使用研究更改选项会导致游戏变的及其困难。
    疾病
    • 可自定义——所有选项均为可选功能
    • 禁用瘟疫,疟疾,流感事件,等等...
    • 重新平衡疾病传播——允许疾病进行传染行为。 灵感来自“Communicable Diseases(疾病传播)”mod。
    • 老鼠携带瘟疫——开启“重做疾病传播”选项时,允许鼠源传染。
    • 等等...
    智能能默认策略设置
    • 可自定义——所有选项均为可选功能
    • 智能默认工作优先级
    • 智能时间管制
    • 夜猫子殖民者的时间管制
    • 服装方案
    • 食物管制
    • 智能威胁响应
    • 等等...
    可选点位
    • 交易点——商队会尝试前往并在这个地点附近等待
    • 空投点——指定空投仓默认的优先空投位置
    杂项功能
    • 可自定义——所有选项均为可选功能
    • 静音门——关闭开关门的音效
    • 不可燃金属——铁,金,银。(没有德意志可燃钢了!)
    • 给囚犯分配床位
    • 禁用中心空投袭击
    • 禁用原木作为武器
    • 禁用啤酒作为武器
    • 始终在统计数据里显示物品质量偏移
    • 自动超链接
    • 选择最优交易者:在右键菜单选项,以便快捷交易。
    • 一键关闭信件:使用中键点击信件来关闭所有信件。
    • 研究队列系统
    • 研究项目染色(基于研究科技等级要求)
    • 覆盖事件减速功能
    • 等等...
    还有更多!
    有很多功能我没有写在到前面的清单上!查看图片和英文更新日志,了解所包含的内容的完整信息!
    这个模组可以完全替换的一些模组合集(即本模组已经包含以下模组的全部功能):开发者必备模组合集:部分选项只有其联动模组被加载时会激活,这意味着mod没有任何依赖关系 (除了XML Extensions) ,可以在任何mod整合包内运行。请确保在补丁模组之后加载此模组。如果您的加载顺序错误,您选择的mod管理器会警告你。默认与“The RimPy mod library”不兼容,因为你不应该加载这个mod到你的mod列表中。这是也一个QoL功能,可以防止您意外地将其添加到启用mod列表中。
    本地化翻译(Beta)
  • Chinese - 星宫萤雪


Version: 2.0.5
完整更新日志:


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quality of life, qol, improved, better, organized, tweak, tweaks,体验优化,优化,调整
热门讨论 查看全部(18)
6
7 月 25 日 上午 9:29
Dropdown menu bugged for certain items, like this
Dealer Mangan
22
7 月 14 日 下午 12:30
Suggestions for simple mods mergers
lol
4
7 月 24 日 上午 8:46
MassAndMinifacation.MassPatcher Failures
remi
708 条留言
Flying-Phoenix 10 月 25 日 下午 10:10 
I took off the mod and put it back on, now the barrels are back. Confused but relieved I get to still used this great mod while bot getting cucked out of producing my funny juice.
Flying-Phoenix 10 月 25 日 下午 10:05 
This mod gets rid of the icon to build Fermentation Barrels entirely? I'm so confused as to why. I can build copies of fermentation barrels, but thats about it. im basically fucked when it comes to building fermentation barrels for a new save. Can I get some help?
VitaKaninen 10 月 23 日 下午 5:03 
I see that you have a couple patches to alter the predator AI, so I was wondering if you might be willing to add a patch to make larger predators use the same AI that non-reproducing insects use.

Basically, if you get near them, they will attack you, but if you run away, they will stop chasing you if you did not hurt them. This would be different from an animal hunting a pawn, and it would make the predator an enemy so that the pawn flee logic would trigger if they get close to them.

It would apply to animals based on weight, I suppose, so anything larger than 50kg would include the timber wolf and above.
VitaKaninen 10 月 10 日 下午 5:29 
I am using the Research Changes option to lock everything behind research, but a few things don't make sense, such as royals beds being unlocked before beds or double beds, and doors being unlocked before walls.

I am doing a no-research run, and relying on books only, and I am already on year 2 before I could build an enclosed room or eat anything that was not raw food.

I think there needs to be something added for basic food and shelter that does not require research, such as a wall made of piled up logs, a temporary fire that goes out after a night, toasted meat and grains, and a pointed stick for poking things. Something to keep you from dying in the first year if you can't unlock anything at all.
anaris 10 月 3 日 上午 1:14 
i've generated some quest maps not stuffed with animals with ur mod on, so i think it's maybe a specific set of mods - this was from a "psychic emitter" quest added by Sparkling Worlds Addon - More Events - Standalone Addon, if that's not in the log and is helpful
nikos  [作者] 10 月 2 日 上午 8:38 
@anaris

I have gotten a couple of similar reports, there is for sure some sort of bug with the bio diversity setting and quest maps, i will have to try get a fix out soon

Thanks for the detailed report
anaris 10 月 1 日 下午 8:40 
looks like this goes away if i turn off the "better biodiversity" setting - i reproduced the bug a couple times to be sure, then turned that off and only that, and the next time the map generated with a normal, sane number of animals.

Suspect it's an interaction between a non-vanilla quest map generation method and your code for biodiversity? maybe skip it on temporary maps
anaris 10 月 1 日 下午 7:54 
beginning of an error::

NQoL [E] - Animal.AnimalPopulationManager+AnimalCommonality_Patch_1:Postfix('float __result == 0.07', 'Map ___map == Map-1', 'PawnKindDef def == Bear_Grizzly') - Failed to get the report for map: 'Map-1' from: 'PopulationReports'! - Making reports stale...

this error was followed by "too many iterations" in the log and i think is why this quest map just generated with 3000 animals on it? lmk if it's not related or if u need more info

full log here if u need it https://gist.github.com/HugsLibRecordKeeper/d2f595593e010079bd36cf7eaa246af4

there's an animal on i think every square of this quest map, and i AM using a lot of animal mods with their own spawn rates
(^0v0^)OriginalOwl 9 月 27 日 下午 1:42 
Sorry if this has already been reported (ive read through comments) I'm getting the following error:

NQoL [W] - Animal.JobGiver_GetRest_InSafePlace:TryGiveJob('Pawn pawn == Bear_Grizzly39220') - Tried to adjust sleep position, but new position was not reachable! Trying to relocate... 'Job baseResult == LayDown (Job_53635) A = (129, 0, 73)', 'LocalTargetInfo newCell == (133, 0, 69)'@{129|73}
UnityEngine.StackTraceUtility:ExtractStackTrace ()