Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden











I have seen so many play throughs where people only do the bare minimum of feeding babies and otherwise ignore them, this mod adds extra dynamic to child care and it’s a great addition.
I loved in Clanfolk how a pawn's happiness/unhappiness just makes them sleep for longer or less and always wanted it in Rimworld. Until now I had to just use cherrypicker to turn off all mental breaks except "hide in room", but now i can use this!
Mental illnesses recover at slow rate by having a high mood.
(I believe it was arround 80% mood) I'm not sure if this is the case, and if I have an option for it (been away from this mod in a while due translation keys) However as soon as I get to the translation keys for this mod, i'll post an update. I expect to release an update this week
Talking about the deathresting makes sense, probably possible but requires a bigger update.
Disgraced Dairy: you already know too much. That's on my plan for future updates (tried to implemented on the first iteration but is quite heavy ngl)