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https://pastebin.com/xh0s0uzR
Thanks for the great mod!
It's not a matter of complexity, just accessibility. We're essentially filtering the OpportunityCache before you pull First, and our filter condition is on the pawn being checked by the workgiver scanner. One of the workgivers moved that check out of JobOn and HasJobOn to a separate method that doesn't have visibility to the pawn, so we can't perform the filtering we need. Will send the PR on discord for visibility
Without a log file your comment is a waste of bytes in a datacenter.
It turned out that the character backgrounds in the past were relatively strong. Now, when I start with a tribe, there are many more illiterates.
Depending on the backstory, there already is a degree of randomness. The backstory itself defines a base set of knowledge that is essentially required thematically - A geologist must have X amount of geology knowledge.
Beyond that, industrial tech level + includes "hobby" templates which can assign random themed proficiencies based on the age of the pawn. An adult doctor may still have some mechanics experience because at some point in his life he was interested in vehicle repair.
Additionally, many backstories are too vague to assign an exact set of proficiencies. A "scientist" for example could be specialized in any number of fields. We randomly pick from a set to simulate this. 2 pawns with the same backstory may have different proficiencies as a result.
Vanilla Furniture Expanded
Vanilla Furniture Expanded - Spacer Module
Kiiro Race (xpath="Defs/ThingDef[defName="Kiiro_TwoHandSword"]")
[LTS]Tenants
Altered Carbon 2: ReSleeved
🙏
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https://gist.github.com/HugsLibRecordKeeper/fefb87359d5c4af9306a5bd3ba3ba41d
It would be way more helpful if it could be simpler, like you could set that this pawn needs to learn knowledge A, and another pawn with the knowledge could come to teach them. In this case, the pawn without the knowledge is the research table, and the pawn with the knowledge is the scientist.
I have a small question on something I haven't been able to figure out... How do I use the autopsy table? Is it used automatically as part of the pioneering research?
I see both the button in the bio as well as students in the learning tab. RR features are also working with a cursory re-test. If you're having issues, reporting them without a full log file is counter productive.
Also, no Research Reinvented is not compatible, it make dissapear the "Lightbull" icon to access pawns proficiency also it blocks the pawns from appearing in the study tab, its fixed by removing Research Reinvented
I do not want regular users using the patching tools at all. The last thing I need is hundreds of users with half-broken installs because they've mucked about with things they don't understand and have reported problems they created themselves.
For users interested in customizing their install, I refer them to the "old fashioned" way that all other modders use. The in game tool is just to assist modders (and myself) with creating patches, not a way to customize a play through.
It's already compatible.
I read the "warning" you put about patching and is a little of an "scare" for the regular user.
Less broken, more not updated post 1.6. Soon
I've discussed that possibility at length on discord, but the short of it is that there simply isn't enough information to make heuristics for determining the proficincies on the fly. The in-game patching tool can be used to generate patches using a user interface, but those still need to be exported and turned into an actual mod. Doing that automatically would mean writing game-modifying files to someone's PC at runtime, which is a boundary I am not willing to cross.
You need dev mode enabled, god mode enabled, then open the proficiency panel to add or remove proficiencies.
Pawn editor should work as well. Install the integration mod to add an additional icon to the editor menu for LL
I am using 'pawn editor' mod now, but I don't know how to do it.