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回報翻譯問題
Now I also noticed, that for logging jobs, it remembers the trees exactly, but only lists those trees that are present on the map. I'd like to be able to just say all normal (i.e. not anima etc.) trees, so that on a new map with different trees.
I think the same also applies for foraging?
Maybe also for others.
I suppose it wouldn't hurt to save that data, and then just discard it if it turns out that the given area doesn't exist on the new map. That'll maintain the old behavior more or less but also allow for the behavior you want. I'll see about adding that to the next version.
I'm noticing that when exporting the manager jobs and then reimporting them after moving to a different map, the areas are not set.
I have set my jobs to apply to the "Allowed" area, which still exists on the new map, but the imported jobs fall back to "unrestricted".
I tend to have Managing set as Priority 3, so for example when my lumberjack is done with their work they can go to the manager's desk and then assign more tasks before continuing with helping out with unskilled tasks. Similarly, my cook/hunter can go do managing after their work is complete - but often that means the manager's desk is used as-required, rather than on a daily basis.
Which means I keep ending up with bright red notifications warning me that NOBODY's doing managing, nobody's done managing in DAYS, and the mod fears that the manager's desk will never be touched again ... when the reason for that is: my people are busy doing the work being managed.
Being able to deactivate these notifications could be useful. Being able to adjust the timer of how soon before the warning appears would also be useful.
Add a feature to have same principals when it comes to harvesting things you grow.
Its bad to forage 5000 wood and have in storage, and the same goes for Rice, Corn, Potatoes... and so on.
( Sure when you have a large area freezer, then sure it might be better to harvest always when fully grown, but before that. )
Basically, the XML can't find the parent. Seems like the MayRequire="Ludeon.RimWorld.Odyssey" didn't do it's job!
I'm sure I can add a feature for having the jobs following the gravship, but that won't happen until I get my hands on a copy of Odyssey (which I can't right now due to not having the money for it). In the meantime, you can use the export/import feature to bring the jobs with you, and I apologize for the inconvenience.
Exception filling window for ColonyManagerRedux.MainTabWindow_Manager: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 588C956]
at Verse.ThingFilter.SetAllow (Verse.ThingDef thingDef, System.Boolean allow) [0x0002a] in <fcfab19af5d14a608a65ebd77f29482f>:0
at ColonyManagerRedux.Managers.ManagerJob_Mining.ConfigureThresholdTriggerParentFilter () [0x00015] in D:\a\colony-manager-redux\colony-manager-redux\Source\ColonyManagerRedux.Managers\ManagerJobs\ManagerJob_Mining.cs:1355
<0x27c68bf7ee0 + 0x0055a> <unknown method>
(wrapper managed-to-native)
Thanks for the mod (it's very useful for the nomadic gameplay of Odyssey) and good luck to fix everything with the update :D
Boom-anything - when raining
tox-anything - toxic fallout
etc.
Just curious if that is something that would be possible. Always thought it would be a good feature for certain animals to prevent disasters.
i posted it after the first time but it didnt work yet, tried again and that fixed it!