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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195938471
Hope it helps anyone!
Thanks!
Yes looking at the mod, they have created some bed objects that aren't or don't inherit from the vanilla building_bed class, so it wont be recognised by the vanilla standard rest utility processes that the game uses to find beds. This is a problem that Soft Warm Beds has created as an incompatibility from vanilla conventions.
I tested it while getting a toxic buildup
Would it be feasible (or even desirable) for animals and to have a "Feed Me!" option? It could work in the same way as Ooh! where, if you have confined an animal to a zone that contains no food, that they will leave the zone (just like Ooh! does) in order to find a nearby food source and eat when they develop malnutrition?
Reinstated MP compatibility
If you could kindly log onto my Discord I can arrange to have this looked at and added.
For people who offer translations for my mod there is a separate section on the Discord to aid this process, and also translators are given tags to help me identify them.
Russian translation for v1.1
https://drive.google.com/open?id=1-IGBmxcWj7iY10jWflnwPBTLI9Ynjil5
Will consider alternative behaviour.
i.e. not making a colonist rest until fully healed, but to auto-restrict it's zone to a pre-set one.
I can explain in detail: I play in a permanent toxic rain mode (postapocalyptic world setting) and I allow colonists to do outside jobs until they get say 30-40% percent of toxiv buildup, then I restrict them to all-roofed zone until they recover. But I don't like them to lay lazily in bed) I'd like them to do many inside jobs like crafting, mining, etc.
Thanks.
Chinese (Simplified) translation - 南北
Your analysis seems sound, and you may find that changes in the sleeping arrangements is what is needed to find the balance with rest and food needs.
Will give it some thought. The example you gave might mean you have a gourmand in your colony.
It's a placeholder from the use of the API tools in Multiplayer in V1.0. It shouldn't make any difference though as the use of the harmony mod will only load the harmony instances used.
The mod load order shouldn't really matter.
When I use this mod as is, with harmony as a dependency it works fine. And that is with a reasonable compliment of mods, some also using harmony.
Then you must be using a mod that isn't converted properly or ill-equipped to work with V1.1 and harmony. You can't blame harmony for that.
It doesn't matter, that is the very reason why harmony is now a dependency mod and is loaded first. So that it's version is being applied. I have been retaining them there for contingency and because of the aforementioned point. I will eventually tidy these elements up but there is no necessity to do so for now.
The AI code is written to not respond with "Oooh" or the cabin fever walkabout where any of the other conditions are not within the safe limits you specify in the options. "Oooh" can also be interrupted as an activity, so if the pawn would need to respond with another more important task or one of the other responses to the unsafe elements the mod checks for, then it would cancel that task.
Otherwise, the pawn will continue to do activities until they reach any of the unsafe thresholds of the other responses. And where reaching a threshold will respond with recovery behaviour. And "Oooh" cannot engage whilst these recovery tasks are underway.
You also have control at any point to adjust the thresholds and/or toggle any of the behaviours (on and off) in the eventually you find a situation I haven't covered.
There is an announcement on my discord page that answers this question in more detail, but the short answer is "KISS Engineering".
Changes to mod metadata tags by Ludeon
I did see the yellow "warning" messages for 1.1, just keeping them there for now as the tutorial isn't clear about the use, and if it helps to confirm to 1.0 players atm what the supported version is in the case of lack of observation when downloading then it is useful to keep there for now.