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








pawns won't leave safe area while drafted unless a target is directly selected.
Have a sizable modded list, but immediately evident compat culprits might be:
Search and destroy
Seek enemies
Drafted combat
Is probably consistent through a new game. Let me know if you need the save file.
Thank you, i'll check the log and post a fix as soon as I can, If the problem persist I would ask for the savefile, thank you!
Hello I found a problem.
When I enabled this mod, I noticed my game became very laggy. Reloading the save file temporarily fixed the issue, but after a while, the lag gradually returned.
Form 400 TPS -> 60TPS
When I turned off the 'Auto-draw safe areas' option, the issue stopped happening.
Auto-draw safe areas: On
Dynamic erase rooms with enemies: On
Assign at raid start (one-shot): On
Auto-unassign when event ends: On
Idle update (ticks): (default )
Threat update (ticks): (default )
Were “DPYID — Roofed Safe” and/or “DPYID — Raid Safe” created? (Yes)
Do those areas have valid cells Yes
Was the pawn drafted or the job player-forced? (No)
Any other mod reassigning Allowed Areas or forcing pathing? (AAAA ,maybe. But I didn't create any safe zone for it.)
Occur both during threat and at idle
I almost done with the first compatibility issue.
and I still looking what is causing the lag issue with you Littlegrayman.
next update will contain both fixes
I haven't tell ya that I posted a fix, so run and hide is making a conflict?
I think what is causing the issue, I'll try to add an option to disable the "flee" feature, that ways mods that overrites the same function don't create conflicts
2. The modification titled "Kasandra War for Life" (note: I apologize for any inaccuracies in the English translation, as I am not a native speaker and may have made errors).
3. In this configuration, players do not enter the zone, resulting in the enemy presence on the map from the outset.
4. I employ this modification to automate the creation and alteration of zones.
5. Unfortunately, half of the modification's functionality is currently non-operational.
6. Yes.
Links to the GitHub gists:
* https://gist.github.com/HugsLibRecordKeeper/6ab7bd815181dd018fc13afe6bd1d6f0
* https://gist.github.com/HugslibRecordkeeper/9199e88e128e7e7696fdcbe12e3e7
A)
No worries I'll made this a top priority, thank you"