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Just posting it here in case others observe the behavior, I'm not going to start validating if it is behavior that stems from some conflicting mod.
Error: https://pastebin.com/L2ZkbBre
Hugslib: https://gist.github.com/HugsLibRecordKeeper/adef8fe50dd38b5a49332d4d76bb3562
Modlist: https://rentry.co/i9mbokip
I want and will try to cover other mods. Just write :)
I'm playing now in deep debug mode with VEE, More Faction Interaction and some other to gather more info if there is anything I need to address.
What I traced so far is that most of modded events go through the same vanilla system, so I don't see any big issue to handle them (if required at all. Some events don't need to be intercepted at all).
I have currently a report about issues with stored nutrients, so I will investigate it. Currently I haven't touched this part of the original mod. But, it seems, I have to.
This mod shows the notification about incoming crowds/pods/etc., then it shows what is it (enemy or not), it shows the quantities and the position.
Then it provides the most precious thing - time to react. To order your Pawn to change worker outfits to full combat armors, grab combat weapons, close doors, re-install traps, set up mortal firing positions.
It is extremely precious if you play with CE, Better Pawn Control and a lot of apparel mods (+ Outfitted).
Kind of what I see with pods - first mod runs, if it is stops vanilla before second mod executes, then second mod will know about it, when first will allow; then the second mod runs its logic and finally vanilla will be allowed to do its thing :D
What I read from posts is that Rimatomics does not intercept raids every time, but with some probability. I will try to catch this moment and then will analyze it deeply with both mods enabled.
They both deal with deferring or delaying raids and make heavy changes to the vanilla raid logic, which is what has me wondering what happens if Preemptive Strike sends a raid and then the Rimatomics TACS "Catches" it and then tries to delay its arrival by giving its own warning?
I'm wondering, what would be the "correct" behavior. Both have pros.
However I don't understand how "Threat detection" works. Can you give me info on how raids should be "detected" by TACS?
Radar and Satellite increase the detection range.
You don't need watchtowers if you have drone array.
https://imgur.com/a/r40BWfY
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1890377807
"fixed some methods and classes"
bro this is a GAME not a Python code review.
Delete everything from line 298 to line 373.
Removes any Food-related upgrades as well as the mechanic, but you wont have colonists carrying food every few minutes to the tower only to find out its food that shouldn't be allowed to go there, an realize the allow/disallow settings are non-functional.
Didn't give me any issues doing this mid-game
An integration with MultiFloors where you remove the specific watchtower buildings and stuff, and instead utilize the level system. You could have something like a 'looking spot' or other equipment for scouting. The higher up it is, the better your vision range.
Good reason to build watchtowers, even if we can't fight from them!
Good point about "More Faction Interaction". My target currently is to check the mod with all original contents, fix issues if any, and then start intense testing with more mods. I am opened to add compatibilities, but yeah, let's see how successful I will be :)
I have provided Japanese translations for the original mod. This time, I have updated the Japanese translations for your fork to match the changes in punctuation rules made by the official Japanese translation team. I have also updated the translations for the parts added to PES_Warning_Flare_Early_Text in PES_Messages.xml.
I update the Japanese translation for 1.6 version. So I sent Pull request from GitHub. Please confirm and merge. Thank you.