Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
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.