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报告翻译问题
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3220299022
I made an updated version. Thanks the author for the great mod, its one of the favorite mod I m using in 1.4 and I dont want to abandon it.
In general the only code I need to change to match 1.5 is the way this mod uses to pop up letters.
Find.LetterStack.ReceiveLetter()
This function has parameters changed in the new assembly
So I suppose it should still work in 1.5
@ItzKreifer I remember VOID being compatible (unless new update added something), though this mod treats VOID as "normal" faction resulting in non-thematic events like Void settlement being conquered by Tribals.
I'd love to have this in my playthrough, it feels like the last missing piece to make the world truly feel alive even outside out the played tiles.
This seems to give no noticeable TPS decrease but the world still feels dynamic with growth, conquest, and non-Empire/pirates/savage tribes fighting each other or making peace & vice versa.
Since you can completely customise which features you have turned on, I can't imagine there is a straight answer to that question.
- Is there any way to make settlements more likely to spawn / regenerate near me? The goal is to not depopulate my local area by over-raiding unsustainably
- And related to the first point, is there a way to see the actual count of how many settlements are present on the world map? I usually play with 100% map generation, so I am moderately worried that I'd end up driving all my neighbours to extinction but everywhere else would be full of life
%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
It should be a file called :
Mod_1875168898(something?).xml
PS: Don't forget to create a backup of the file before deleting it.
* first attempt at better compatibility. If IdeoGenerator class cannot generate an ideology name, idology change event forcedrops.
* If simulation setting is enabled, conquest start notification now directs directly to the battlefield map.