Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta











Long Winter Cold Wave timer can disappear at 4 Sols (Thanks Dark Master).
If an expedition fails (only from storybits?) then the rover doesn't get deleted (Thanks arl85).
Looks like you noticed a bug that's been in since it was released (space race).
From what I can see; it looks like they planned to have expeditions with multiple rovers, and updated the code to support them, but the code to delete failed expeditions used a reference to a singular rover obj.
in my game I failed an expedition with a RC Transporter but when ordering a new rocket the "in colony" still shows RC Transporter count = 1
can this be fixed by this mod?
Found a save with the same as 11.6, but for Residences (GetFreeSpace log spam).
This might not be from a mod.
v11.7
Some mod isn't checking for a table beforehand (maybe?).
v11.6
Didn't fully cleanup Workplaces that had buildings added to the wrong label (GetFreeWorkSlots log spam).
Missed a DLC check (thanks Charmich0802).
v11.4
Main Menu Music mod option was ignored.
Make Dust Sickness from storybit not effect Biorobots:
It doesn't always cure colonists for some reason and Biorobots never die, plus they're robots...
Also checks on load for any dust sick Biorobots and removes the trait.
There's a mod option if you prefer dust sick Biorobots.