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Rapporter et oversættelsesproblem
Currently, at Base Cost 20, tax 0.5, adding a positive trait set to cost 1 would cost (20+10=)30. But removing the trait refunds (-20+10=)-10 points. I might be able to figure out a setting that would get the ratio I'm looking for, but then I'm also going to need to figure out a different Base Cost that takes the tax into account to get the clean 1 = 20, and it won't work if the mod doesn't allow decimal values. And there's going to be rounding errors even if it does.
@ZzZombo Buildings can edit their refuellable properties.
@Joanne Do you mean the "radiusToBuildingForConnectionStrengthLoss" in the "TreeConnection" component. I haven't made it editable but that might be what you are looking for.
@Tinchek The syntax for searching based on label or mod name. If you wan't to see stuff from a mod you can type "#ModName" or if you want to filter both you can use "a#a" which searches for everything with "a" in their label from a mod with "a" in their name.
@SmellyFishNuggets Added properties to plants governing temperatures.
@Wolfette Added "Claimable" to "Buildings".
@NEXADUS911 If the categories in the mod settings are empty you probably have an error in your log that is raised either during startup or when opening a category for the first time. You can submit a hugslib log from after trying to edit something.
What if I play game translated to my language? Which language should I use for expressions?
@tanyfilina The tooltip on hidden letters covers it. You write regular expressions so that you can match text regardless of variable components like numbers or names. You can google regular expressions if you need help. It is widely used and supported with tools and examples.
@Necirays Goto the main buttons category in the mod settings.
@Protok Thanks for the logs. I presume they were made before the error? I see no errors in them and the order field on main buttons is a vanilla feature. If you see the HotkeyEditor error that's the character editor button. It's probably not added through the modding api and isn't in place when it should be so that changes cannot be applied to it during startup.
@吉田咲 Research mods that don't hide empty tabs aren't compatible with research modding.
@Tinda Pawn rendering has been changed in the previous rimworld version. You can now define a layer under "draw data" and reorder apparel that way. The old style no longer exists. There is also a debug function that allows editing the pawn render tree which can be helpful to get an understanding of the values. Certain tags determine if an item hides things like hair regardless of render position.
There used to be a "render shell as clothing" checkbox on apparel, that would unfuck the render order for the item if it lived in the shell layer.
What happened to that? Did it break in the update?
Might it be possible to get like a separate mod (maybe?) that just fixes the shell layer itself, and not just each item? As I understood your explanation for this when last I asked (years ago at this point), the shell is kind of special and made to always render on top, regardless of specified render order(?). I would really like the shell layer to be made "un-special".
@Necromenta Pawn kinds can have a "moveSpeedFactorByTerrainTag" and if the terrain has a matching tag those factors are apllied to the move speed. So if you see a floor or terrain that makes someone faster you can use those tags to make other floors or terrain behave the same way.
@clockworkcuttlefish I stated in the "change notes" that pathfinding got removed for 1.6. I have currently no plans to put it back in.
I do have a question, though. I know 1.6 overhauled path finding, so a lot of path finding mods are either dead or being reworked. Is that also true of QOL's options?
I saw someone a while ago that had an issue with path finding options not appearing in the general mod settings for QOL, and I'm trying to figure out if that's the problem I'm having, or if (more likely? perhaps?) they had to be removed for now?
Just trying to figure out if I need to troubleshoot further, or just smite the next guy that walks into my hospital for no reason as an example. (For now forbidding doors it is, I guess.)
Thanks for the mod and all your hard work with it!!