Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Oh. I didn't know that comes from anomaly I need to play more than code haha
Stay tunned ;)
- block until MH is bellow X ammount (disabled by default, customizable)
- each time a MH is present, colonist instantly looses 3~5% MH however mental health does not keep decreasing during a mental break!
People on comments have used dubs and seems to work fine however, any issues that you may found please submit then on the bug reports section!
Pepper, a compatibility patch sounds nice for intimacy! Let me perform some optimizations and fixes first thank you
Hugs log: https://gist.github.com/HugsLibRecordKeeper/9bcaea6cf9457e715a6c2a30c14bacfc
Keep up the great work!
Lemnis. I'm working in an Adrenaline Override fix to adress those and more issues!
They still only break with a high negative mood, except when they have high adrenaline.
This is the error: Failed to find RimWorld.PawnColumnDef named Numbers_Verse_PawnCapacityDef_MMB_MentalHealth. There are 1520 defs of this type loaded.
Hostile pawns also make danger sense go high.
as soon as the threat is done then danger sense almost instantly dissapear.
If you have an empty map w/o threats aivalible please send me a friend request with a screenshot/modlist to try and replicate this error.
I have to work in a quick deep fix, for now and for this hotfix purposes: just colonists are affected by Mental Health (Player Colonists, Prisoners of colony, Slaves of colony) and we are ignoring other pawns (Visitors, quest helpers, refugees, raiders, banished/ex-colonists, caravans/off-map pawns, animals/mechanoids).
I think they're people I've banished and/or helped temporarily.
If it is supposed to track and update them(which I imagine is kinda resource heavy), may I suggest an option to turn that off? Either just the messages or the whole process for off-map non-colony pawns.
- I'll add translation keys soon, I have to finish another mod prior that :]