Quote from: Avius on October 29, 2019, 04:56:44 PMI don't. Newly updated. And thanks for the mod and especially for the update!
There were problems with suicide incidents (see changelog). Do you use latest version?
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#1
Unfinished / Re: [1.0] Prison Labor
October 31, 2019, 06:13:41 AM #2
Unfinished / Re: [1.0] Prison Labor
October 29, 2019, 03:01:01 PM
Maybe I'm wrong. After several parties with the mod, I got a feeling about the problems with the suicide event. It is as if it is generated from 2 sources - from the mod, and then it is connected with the state of prisoners and from the general base of events of the game, and then it happens absolutely randomly and may trigger at ideal treatment happiness.
#3
Unfinished / Re: [1.0] Prison Labor
January 09, 2019, 12:06:52 PM
Sorry Google translate
At time the trade with the caravan i was attacked by a hostile faction. After the battle, the rescued traders were in prisoner chains.
Turning off the mode has removed this effect.
At time the trade with the caravan i was attacked by a hostile faction. After the battle, the rescued traders were in prisoner chains.
Turning off the mode has removed this effect.
#4
Releases / Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
December 09, 2018, 02:55:50 PM
Very thanx.
Perhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil
P.S. Also note marshy soil => rough gravel for 13 works it's too great for tropical rainforest.
Perhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil
P.S. Also note marshy soil => rough gravel for 13 works it's too great for tropical rainforest.
#5
Releases / Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
December 09, 2018, 01:55:20 PM
How to get Pile of dirt by digging?
#6
Releases / Re: [1.0] Crash Landing (v12.01) (18-10-2018)
December 08, 2018, 03:40:38 AM
Sorry Google translate
It seems to me that the mod settings (of Start Screen) do not work.
I changed Multiplier for time delay between parts to 0, but the parts kept falling with a delay, I also assigned Damage to starting Pawns to 0, but pawns landed with serious wounds e.c. These parameters are saved, but it does not seem to be passed to the program code.
Of course, if you edit the files in the Defs, then everything OK
Also if you create your script by editing, in the list of events create incident instead of Ship engine crush is written Ship endine crush.
It seems to me that the mod settings (of Start Screen) do not work.
I changed Multiplier for time delay between parts to 0, but the parts kept falling with a delay, I also assigned Damage to starting Pawns to 0, but pawns landed with serious wounds e.c. These parameters are saved, but it does not seem to be passed to the program code.
Of course, if you edit the files in the Defs, then everything OK
Also if you create your script by editing, in the list of events create incident instead of Ship engine crush is written Ship endine crush.
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