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(im still on v1.2 of rimworld for my main save with 500+ mods - usually takes 1.5 years per version to upgrade the save lol - but nice to know this will be there for 1.5 eventually)
Seriously one of the best mods on the workshop, I don't know how people play without it. "Sweaty rimworld" my ass. :P
Also I wanted to cross link another unknown mod that allows time control: Slow Down
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails?id=1077748917
Other than that it's super hard to say how much more work will go into this mod (although I'll continue to maintain it). I have a long queue of "planned" features, most of which I may never get to. If I do though, I'll certainly have your feedback in mind, so thank you for sharing!
I think perhaps 1. popping up a toast-notification in the top-left with a message of the form "<Pawnname> just completed <task>, pausing due to Tactics Mode" would be *really* helpful - and further, perhaps a mod-option as to whether the camera immediately jumps to the pawn? If the camera *isn't* set to jump to the pawn immediately, then it just pauses, but leaves the camera where it is; the user can then click the toast-notification to jump to the pawn.
tl;dr: option to not-move-camera-on-pause; and show clickable notification indicating why pause happened
I'm not sure if this is possible - could you enable Tactics Mode for non-colonist pawns? Obviously, you can't issue them an order; but that same sort of "immediately pause the game and visually jump to this enemy/guest after they finish their current action" behaviour is useful in some scenario for pawns you *can't* control.
hopefully i remember to re-enable it for them and not forget :)
Been using this mod for a while and it's been great for me so I have a few tips that may help. You can enable/disable "tactics mode" for each pawn. Each pawn has a tactics mode button that you can click to enable/disable it. In your situation, my suggestion would be to disable tactics mode for your "builder' who is doing the large construction job. You can re-enable tactics mode for that pawn later on, whenever you see fit.
i do have one question and suggestion though, based on some recent gameplay...
is it possible for tactics, to "not" treat the bringing of a resource to a construction site, at least when building wall pieces?
currently when i have 1 person set to build a large, multi-piece wall, they bring some wood to the wall, and the game pauses and switches focus to them, only for me to unpause and they quickly build the wall piece, and it pauses again, only for them to then bring some more wood to another piece, (pause) and maybe another piece (pause, before building 1 piece (and pausing etc) :)
(this is quite distracting and makes it tricky while trying to follow other people elsewhere, or people on another map that actually are in combat, when the tactics pauses every few seconds to swap the camera back to the person doing the building work)
but its still a cool mod :)
it is a very good mod and has been superb in helping my main 1.0 game with about 40 people + a few androids/robots.
It is currently by design that the next job doesn't get started when Tactics Mode focuses on a pawn. The reason for that is that some "jobs" have instantaneous and potentially unwanted side-effects, such as pulling out an equipped meal, or doing a melee attack.
What I do when I want to auto-queue up the next job is I double-tap the draft button. Undrafting a colonist instantly assigns them their next job, so you can actually do this without any extra time elapsing.
That said, something I've thought might work is a sort of "next job preview" so that you are able to see what the next job would be without also having the side-effects from actually starting it. I'm not sure how feasible this is in terms of actually programming it, but it's something I'll consider for possible future updates.
This is a VERY GOOD mod. It works flawlessly.
Where you are in a tense situation (like playing a Zombie mod, in merciless, tundra start no tech :) ), each and every move can be fatal... Instead of being angry when you realize one of your colonist wandered away to a random stupid job, you have fine and precise control.
It's of great interest for people having to deal with any tense situation, like a difficult firefight or any crisis... CONGRATS!
A minor improvement perhaps. The pause happens as soon as the current job is done and before the next is queued. So you have to unpause-pause rapidly to see if the next colonist job is something you want or something stupid. If you added a micro delay of 0.1 sec before the pause happens, the next job would already be shown and indicated in the pawn panel... Is it something you could consider? Perhaps as an option?