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






Live At Work?
Work is Home?
That seems to be what this mod is focused on, while at the same time enabling natural procreation, it does a major balance change with the work being the new home.
If you are doing the same thing, then you shouldn't add extra features. If you want workshops are houses, should be a separate mod. Just my opinion on the matter. I imagine eventually when the workshop isn't group based subscribe only, a lot of people will come here confused as to why a mod has the same name as another and both do something different.
Thus the population keeps increasing.
Also, why would a building have more hosing space than jobs?! That makes no sense. I literally paused EVERY HOUSE I HAVE (150+!!!) and still have open beds.
If you think this is a challenge mod, you're so wrong. It's an easy mode mod. Slower progression is more of a limiting factor than out of control birth rates. Excessive birth rates benefit* a longer work day, and poor conditions. Why would I care how happy my beavers are when I know that there are 10 more to replace them? Part of the difficulty of the game (especially IT) is extending the lifespan of your beavers. You just made them expendable.
The other flaw in your "It's a challenge mod is, if you think I can't just setup auto-migration to "The Contamination District" where sick/excess beavers go to die, you didn't think too hard about your mod. Challenge solved.
This mod will make your beavers breed like bunnies. They will ignore housing limitations for FT. They'll do it outside. Like animals, or something.
IDK what they do for IT, but since FT weren't included in this part of the description, I would assume the same.
Most production buildings have housing built-in. And some will have more housing than they should. You will never need to build a house (maybe in the early game,
but shortly thereafter, you'll have enough buildings that house beavers that you'll need to pause them, anyway.
And if this is a challenge mod, that should be stated obviously and unambiguously.