Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013940581
Hope it helps anyone!
It produces scenarios such as colonists who are friends with everyone somehow developing a clique and defecting, despite the defection risk mentioning a completely different individual, and there not being a means to actually correct defection risks.
I'm usually a big fan of your mods, Rainbeau, but I'm not really sure what you were trying to do with this one.
Maybe a small loss of food from the caravan and a few days wait before they turn back up at the nearest base.
(一)新互动!
-谈谈其他的棋子:
-争吵:
-散布谣言:
-分享秘密:
-揭示秘密:
-道歉:
-达成和平:
-文化冲突:
(二)新特点!
-强迫性的骗子:
-八卦:
-暴跳如雷:
-操纵:
-和事佬:
值得信赖的:
(三)新事件!
-叛逃:
-分裂:
-争吵:
注意:
(4)对那些有相同性格的人来说,消极性格得到了改善!
对于那些本身就有这些特征的人来说,讨厌的声音、令人毛骨悚然的呼吸、毁容和丑陋特征的负面影响会减少。
兼容性:
“传闻有它”可以安全地添加到正在进行中的游戏中。然而,将它从一个正在进行的游戏中移除,可能会产生问题。
这个模型应该与“心理学”兼容
I have a huge, vast mod list installed, so maybe this mod just doesn't play well with one of the others, and I'm not sure those two are the conflicts.
The type of threat affects opinion and mood of targeted pawn. Threatening a pawn's life is a bigger impact on opinion than just a body part or item.
Example:
"(Name 1) threatened to kill (name 2)."
The colonist threatens another colonist with item or life, resulting in a greater negative social interaction than insult and is more likely to lead to social fight and even a bloodlust.
Stupid Sexy Flanders Jan 31 @ 9:58am
When someone is socially isolated, it gives the name of the person that is isolated, but when you click to jump to the problem it jumps to a different pawn that is not isolated.
The pawn in question was a slave purchased when I was caravaning. It keeps jumping to a pawn in my main colony. Even when both pawns are back on the same map. Not sure if helps narrow it down any.
Any way of turning those off?
Other than that, I have no idea. I'm no use at coding, sadly.