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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2608665616
I believe there might be a bit of an issue with how the mod handles the timing. Didn't play with the mod long (still deep in the middle of setting up my mod list) but IIRC this gets weird when selecting pawns on pause (the emoticon just sticks there).
P.S. You picked the pic well.
I think it's what's drawing people to the mod.
Put some bearded dwarf or a battle android in the place of those girls and suddenly it's a lot less cute and a lot more weird.
If you ever plan to expand the mod that might be the direction to look in first – having different sets of emoticons for different pawn races and genders. Starting with more general ones, so you can cover “types” and then maybe some specific ones.
I have meet the same question
THX
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.3
1.3 1.3 1.3 1.3 1.3 1.3 1.31.3 1.3 1.3 1.3 1.3 1.3 1.3
I didn't think it would have a place in my mod list, but it has utility and flavor that only add to the game.
Wonderful!
Could I please ask for a small improvement ?
Right now it is :
-> click on colonist at 0 seconds = display emote (1)
-> click on colonist at 1 seconds = display another emote (1+1=2)
-> click on colonist at 4 seconds = display another emote (2+1=3)
etc. (this leads to spam)
Improvement :
If colonist is clicked again within a certain time limit, then emote is not displayed, to avoid spam.
-> click on colonist at 0 seconds = display emote (only 1)
-> click on colonist at 1 seconds = ignored (no additional emote)
-> (after 10 seconds, for example, emote is cleared automatically by game engine/mod)
-> click on colonist at 17 seconds = display emote (only 1)
etc.
1.2 update
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.21.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
1.2 1.2 1.2 1.2
10/10 mod
Body mod for those interested ^^^^
I also don't care what it is.
otherwise you may as well be playing a nutaku game
For some reason, I thought of that from this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1671936050
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1662412040
at CustomMoteMaker.PawnMoteMaker.Postfix (object) <0x00073>
at (wrapper dynamic-method) RimWorld.Selector.Select_Patch2 (object,object,bool,bool) <0x006cf>
at (wrapper dynamic-method) RimWorld.Selector.SelectUnderMouse_Patch2 (object) <0x0032b>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x00463>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
When selecting animals.