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Zgłoś problem z tłumaczeniem








My cold coastal embark has an overwhelming amount of visitors spawning in the ocean and then taking far too long to get out of the water to do much of anything before succumbing to hypothermia. Outside of preventing non-aquatic pawns from spawning in deep ocean I thought adding a swimspeed might be the way to solve this.
I'm not sure if either is possible, or already done and I just have some mad conflicts that make it seem like it isn't. Thank you either way!
I'll also look into how the code works for spawning pawns. It might make sense for this mod to prevent such spawns when included. Giving everything inherent swim speed is a bit tricky to do right. I'll think about some more and poke around in the movement code once I get 1.0 decrypted source to read again.
<li Class="TerrainMovement.TerrainMovementPawnRestrictions">
<stayOffTerrainTag>DeepWater</stayOffTerrainTag>
</li>
But it is ineffective for chest-deep moving water areas,What should I do?