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Nahlásit problém s překladem
What i'm trying to say is, I don't like it when my guards take 10 minutes to reach their patrol route from the rec room.
@Purrie : I will see what i can do because I prefer to avoid that it leads to breaking changes with the current version
What I dont know is if i should set the "jobs mode" enabled by default, or keep the actual jobless behavior as default ? (there will be the possibility to alternate between the two in settings)
@TranslucencY : Good idea i will check that after the job feature.
Could you add compatibility with mod 'what the hack'?
Would be great having mechanoids guards!
Currently :
The game desync when press the Protect unit/Gard mod (on/off)/Patrol buttons + the Press 'DEL' to remove the patrol.
Press 'Backspace' to remove the last waypoint don't cause desync.
Force a guardian (Left, Right, Top, Bottom) when he his already in position before the server launch don't cause desync either.
Could even be a submod for a 'Judge-Jury-Executioner' mod, which has courts and trials or dicatatorial tribunals; the roles in each determined by who has the job, ect.
All of this is just speculative and just some ideas, great work so far on these addons man!
Also would like to expand on that feature - add a passive extermination mode for guards, which makes them just outright shoot animals that get too close to their guard spot\patrol path, but not pursue them otherwise. This is really badly needed feature - i get sick and tired of critters zooming in on from all over the map to pick some random dropped food inside my base and triggering every last trap. Add to that that boom animals also explode and set defenses on fire... It would be amazing if you could just post a lone dude with a big gun to scare animals away.