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






And in general, people are WAY too susceptible to fatigue effects simply from not being pampered with gold encrusted toilet paper 24/7. Decay at under 50% and can only recover at 80% is WAY too punishing, your colony is destined to be filled with anxious wrecks until you reach lategame in a heavy modded map where people don't need to work to survive anymore, and since fatigue is permanent you have to do a gradual mass purge/replacement with people not riddled with disorders.
I really like the premise of this mod, but the balance needs a serious re-pass...
Is this mod safe to remove mid-save? I'll stay subbed but I'm gonna wait for some balance passes to keep using it, because I really like the premise.
I have seen so many play throughs where people only do the bare minimum of feeding babies and otherwise ignore them, this mod adds extra dynamic to child care and it’s a great addition.
I loved in Clanfolk how a pawn's happiness/unhappiness just makes them sleep for longer or less and always wanted it in Rimworld. Until now I had to just use cherrypicker to turn off all mental breaks except "hide in room", but now i can use this!
Mental illnesses recover at slow rate by having a high mood.
(I believe it was arround 80% mood) I'm not sure if this is the case, and if I have an option for it (been away from this mod in a while due translation keys) However as soon as I get to the translation keys for this mod, i'll post an update. I expect to release an update this week
Talking about the deathresting makes sense, probably possible but requires a bigger update.
Disgraced Dairy: you already know too much. That's on my plan for future updates (tried to implemented on the first iteration but is quite heavy ngl)
keep on mind I try to do my mods as isolate as possible so we don't conflict with other mods.
- Chick, you know to much already. Next expansion will have 4 new mental disorders, including bipolar. (random -2 ~ -8 to + 2 ~+8 impact in mood)
How does this work with SF Grim Reality?
That mod has been the backbone of my colonists' mental state simulation and mood management for years.
It still works well and has NEVER thrown me any errors, nevermind that it's stuck on 1.4.
I might add this mod to a more brutal series, this an the Sanity one from Vanilla Expanded, such as a 40K Imperial Guard run.
Oh. I didn't know that comes from anomaly I need to play more than code haha
Stay tunned ;)
- block until MH is bellow X ammount (disabled by default, customizable)
- each time a MH is present, colonist instantly looses 3~5% MH however mental health does not keep decreasing during a mental break!
People on comments have used dubs and seems to work fine however, any issues that you may found please submit then on the bug reports section!
Pepper, a compatibility patch sounds nice for intimacy! Let me perform some optimizations and fixes first thank you
Hugs log: https://gist.github.com/HugsLibRecordKeeper/9bcaea6cf9457e715a6c2a30c14bacfc