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Fixed stuck pods.
Give them a bit and they should fly off.
> after the update i think you may have broken the mod,
Likely, but I didn't change anything related to actually picking people up, so I'm trying to be lazy and check someone else's save :)
https://www.dropbox.com/scl/fi/a1wyvkp7renuxfgf69jz6/Terraforming-Initiative-Sol-68.savegame.sav?rlkey=4qwpbzf07d6fxqib6dlrifti1&st=r3kz6xmd&dl=0
@eldara2 It's giving me an error 400 when I click that link?
I mean, here we are 6 years later, and you are still making an effort to keep things going.
Thank you so much!
https://www.dropbox.com/scl/fi/a1wyvkp7renuxfgf69jz6/Terraforming-Initiative-Sol-68.savegame.sav?rlkey=4qwpbzf07d6fxqib6dlrifti1&st=45idxxkr&dl=0
Fix so you can remove colonists from open-air passages and still be able to demo them.
Also, if possible, could you consider an alternative implementation for this mod? Specifically, when pressing the "undesirable colonist" button (or in the mod configuration, undesirable colonist categories), the comfort level of the colonist permanently drops to 0 (or a negative value), and these colonists are supposed to acquire the "Homesickness" trait. They would be canonically and neatly loaded into a rocket and flown away at the first opportunity. Such an implementation of the mod would be consistent with the vanilla game mechanics and would appear more realistic.
Thank you if you consider incorporating this alternative mod mechanic.
Fixed issue with homeless count, also did unemployed for good measure (thanks sir_lancealittle).
Checks for stuck hover animations (thanks sir_lancealittle).
Thanks for looking into the issue :0)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777493789
Since your recent update, colonists removed by the mod are added to the "homeless" counter in the top right corner of the screen. Although they are not, as far as I can see, counted as homeless in any of the domes, nor can they be found anywhere on the map.
Also, the UFOs don't seem to vanish after done with their job, and there's a permanent rocket dust effect visible near one of my domes.
I suspect the UFO still being there and the homeless counter may be connected issues.
Found some other issues left over from Picard update...
Works like a charm for me, no monument needed.
Did you also install the library files?:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1504386374
Ignore domes works now.
Added mod option for less dust on take off, and one to hide the button.
Let me know if you need another savegame.
Mystery is finished by now, so that wasn't it.
The morale is only takes effect for other colonists that see the dead bodies. Unnatural deaths will lower the applicant amount, but if you're on martian born then it doesn't matter.
I'm having the same issue as @Singularity Mechanics.
Tagged colonists keep walking around outside, but the pods just sit there (not moving anymore), status "waiting for colonist".
Small silver lining, my "here kitty kitty" is so far away from the domes, the colonists eventually just suffocate while walking towards it and trying to get back to a dome. Not ideal for colony morale I hear, but hey :P
If it helps any, there's currently a mystery in progress ("The Power Of Three").
Also, I'll admit that I have several mods running, not sure if that interferes with the pods' movement. None of the mods are doing anything with the pods, afaik.
Singularity Mechanics#0177
Thanks!
I think the ignore domes option was causing a crash, should be good now.