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
-Left a map (Walk, pass by, flee, caravan departure, etc.)
-Simply died (pawnsDead)
-Had a corpse, then the corpse is destroyed (pawnsDead)
-Was kidnapped, sold, etc.
-Was a target of a World Quest (eg. Immobilized prisoner)
-Was a faction leader
-Was a pawn of a localized population-enrichment quest (Generally those who suddenly show a window asking for shelter, and you refused because that character is incapable of anything)
-Was flying in a transport pod
-Even more situations, and the pawn is not shown or stashed(buried, cyrosleeped) in a map.
And don't worry when you click "Clean WorldPawn" button, because any possible situations are considered, and your colonists, your caravan and your transport pod will be guaranteed safe. World Pawns appeared in used Tales will be kept, and other key figures are kept as well, anything runs as usual regardless of the time you clicked the clean button.
However, you may find the size of your save file can be reduced to 50% after cleaning world pawns (depends on the length of this gamepley, so 10 gameyear saves can be instantly revived while cleaning immediately after crash landing does not make too much difference)
WorldPawn records almost every creatures ever appeared in game, which may be used for character generation and to make the world more lively. But it is unnecessary and redundant for most of the time, and keeps your memory occupied and FPS low. Remember to clean world pawns periodcally as they will always slowly accumulate.
Should you have questions, feel free to ask me under this topic.
I tried to reproduce this with other colonists, and unlike with the progenitors who began the story dead, once-living colonists don't disappear from their graves (even with the 'Remove Corpses from Current Map' command I'd never used before) or from the Tales.
The only remaining possibility I can think of is "No More Random Relations" stripped the relationship status, removing Runtime GC's reason to protect them.
This is my only complaint about a mod that I otherwise love but my game is lagging horribly in part because I have about 800+ 'unnecessary pawns' and I know that if I 'remove' them it will throw out the baby with the bathwater. :(
Please give us the ability to fine-tune this function.
@user19990313 could a tag of some kind be added that effectively says' Do Not Remove'?