安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Thanks for the answer regardless!
Like the code for slaughtering is still the same as vanilla one, the only difference basically is the timer, which can end up being longer with bad pawn, than timer of animal waiting in one place, when pawn reach it. Also about how vanilla Rimworld work, it still possible that pawn will try to work on a task that it might take too long too do, like with too low manipulation and any long construction. So such innefficiencies with ill pawns can happen normally too. While here it just more noticable, cause animals can run away, which can be also solved by locking animals on a spot, when they require slaughtering by zones like in mod Gifs or other animal mods.