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Rapporter et oversættelsesproblem






[*] increased performance (caching and throttling mostly)
[*] fighter divided into fighter and hunter (no hunters throwing themselves into raids)
[*] more work types supported
[*] no more sowing plants above skill requirement of 0
[*] better swarming behaviour (no more claiming targets for hunting and seekig. they also look for random a target in range instead of closest)
[*] better danger detection (no more seeking behaviour when there is no danger present)
[*] refactoring (I initially made a monolith class)
[/list]
tl;dr: Everything is better now and if something broke I will cry myself to sleep and work on it the day after...
VPE_RockConstruct49992 tried to find food to bring to Tugba but VPE_RockConstruct49992 is incapable of Manipulation.
After that i'm gonna try to split it into vanilla-ish roles as well as introduce some more trainability/body size/predator based options so you can use more generic assignments.
just click on "assignment" and then "add animals"
ignore i have read and learned it is a thing
i'll update it later
have you set rock constructs to fighters in the settings?
that's outside the scope for this one
there's a few other mods that let you do stuff like that
they also only check every 3000 ticks (3 seconds) and it goes up to 10000 if they can't find anything for a while
Should be much more performance friendly and sowing should also work but I haven't really tested it.
Firefighting and hostile seeking behaviour now work when a pawn is resting. They also are the only jobs that can interrupt other jobs now.
Please tell me if anything isn't working anymore because testing this mod in a controlled environment can't compare to actually playing the game with this active.
technical stuff:
-removed reflection where possible
-reworked scheduling relying on the vanilla schedule manager
-cached common behaviours where possible
-cached defs that don't use quality for building
-hostile seeking behaviour is now limited to hostile pawns and exits early if they are downed, fleeing or unreachable
-added verbose logging
though considering i'm providing options for pretty much anything i might as well add it
I wanted to have some reliance on actual colonists but others might not
This is for when you want to deactivate an animal but still keep the preset.
Remove removes it from the list entirely.
my mod is checking whether an animal is currently busy or has unfullfilled needs
so whenever an animal isn't doing a Animal Commander job then they will be doing one of mine.
If animal commander uses similar logic then it might happen that it checks if an animal is busy while it is doing one of my jobs.
I don't think there will be anything gamebreaking though.
Anyway, the wildlife is building my base now.
Pushing out an update soon that checks for tameness and needs like sleep and food.
If you don't add any extra animals in the settings then functionally nothing has changed.
I have now allowed to EVERY animal to be added to a group. This means that you can now add any animal of your choice to a group for fighter, worker and or hauler.
This is intended to be used with intelligent creatures like Thrumbos, Dryads and Dragons but if you wanna go nut then be my guest.
Massive performance optimizations. Now runs decently with 200+ working summons in vanilla Rimworld.
Compatibility with skeletons and steel construct as well with mod settings to go with it.
i had to favorite VPE for it to work but VPE is goated anyway :D