Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Apparently, when this mod encounters a message it doesn't recognize, it borks out and causes the offending hediff to be deleted as collateral damage. If/when this mod gets rewritten, it will need to be redesigned to fail more gracefully.
I only found the conflict by trial and error. It's a hilariously epic bug, I was not expecting it at all.
https://pastebin.com/yxHe3EKx
For example, if one prefers to micro-manage colonist tasks, or check on current health status. The main intent however, is for prisoner interaction - specifically releasing for rep ASAP or in the case of Prison Labour mod put them to work)
Given that there is no change in rep gain regardless of prisoner health, releasing prisoners before full health recovery will save a lot of time and resources. If ones intent is to sell prisoners (not recommended due to debuffs) into slavery, please note that the healthier they are, the more profitable they become.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022304102