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
Looking forward to the day - whenever it may be - when it is updated!
they lag the hell out in 50+ groups.
my 50+ colony doesn't lag, killing all but one of my colonists and every plant/animal on map did nothing.
the only thing that worked was getting them to steal stuff and run. using dubs performance analyser i noticed the biggest change was the job search. after they all had a steal stuff job the lag was gone.
so is it possible to edit the raider behaviour to reduce lag?
I tried editing this mod to make an "Enhanced Raiders Lite" where raiders can still spawn with better prosthesis and equipment, but their gear allowance is the same as vanilla. It should be somewhere in the recent section of the workshop.
I'm using the two together at the moment, and I haven't encountered many problems or errors as of yet. I'll need to do more testing to be sure though.
So you're sure this points system wouldn't conflict with this mod attempting to make raiders more powerful?
@Zyrixion I rewrote this mod to use patches instead of overwriting vanilla defs and updated for 1.1 If you ever want to take it over again, let me know.
Who tried to start working on 1.1?
Since I'm just being picky about console error messages, I feel like this doesn't cause any harm. But from what I can tell, it looks like using patch operations would result in changing the node vice adding a duplicate node.
That's just kind of a "failing" of the mod, is it sacrifices a small part of the usual early game plans for greater overall difficulty throughout the game for raids.