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Rapporter et oversættelsesproblem






The speed boost only applies if the pawn's movement speed is higher than the vanilla default. If there's no increase, the caravan speed won't be affected, regardless of the multiplier setting.
有可能是速度过高,导致寻路代价几乎一致,建议不要设置太高
work fine here in my 1.6, any error log or detail?
The calculations are done after the vanilla speed logic, so is highly compatible and safe to add or remove mid-game.
Performance impact is minimal — the logic is lightweight and only runs during caravan movement updates.
It should work fine now.
Imagine a futuristic Hun archer circling around a mechanoid cluster while riding cybernetically enhanced horses. That's awesome. It seems reasonable to travel across the map with them, but their speed is not calculated in vanilla, which is a shame.
This mod was mainly inspired by noticing that colonist move speed is completely ignored in vanilla caravan speed logic — so I wanted to fix that by making fast pawns actually matter.
It doesn't modify or interact with the animal speed logic in any way. The mechanics for rideable animals remain unchanged and are still handled by the base game or other mods like Vehicles.
That said, your question got me thinking — do you think it would be reasonable to also factor in animal speed more directly? For example, should the speed of fast animals (like a horse with bionic legs) influence the caravan's overall pace?