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






This is for when you want to deactivate an animal but still keep the preset.
Remove removes it from the list entirely.
my mod is checking whether an animal is currently busy or has unfullfilled needs
so whenever an animal isn't doing a Animal Commander job then they will be doing one of mine.
If animal commander uses similar logic then it might happen that it checks if an animal is busy while it is doing one of my jobs.
I don't think there will be anything gamebreaking though.
Anyway, the wildlife is building my base now.
Pushing out an update soon that checks for tameness and needs like sleep and food.
If you don't add any extra animals in the settings then functionally nothing has changed.
I have now allowed to EVERY animal to be added to a group. This means that you can now add any animal of your choice to a group for fighter, worker and or hauler.
This is intended to be used with intelligent creatures like Thrumbos, Dryads and Dragons but if you wanna go nut then be my guest.
Massive performance optimizations. Now runs decently with 200+ working summons in vanilla Rimworld.
Compatibility with skeletons and steel construct as well with mod settings to go with it.
i had to favorite VPE for it to work but VPE is goated anyway :D
i have it as a dependency in the about.xml but forgot to add it here as well
thanks for the notice though :)