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报告翻译问题
Frankly, I prefer manual mod sorting and find this process has ruined my enjoyment of the game. The file I shared was exported from RimSort. If it's not what you need, I'll need extremely detailed, step-by-step instructions, as I lack any technical background.
I'm about to become very busy with real life and may not have time for this again soon, so a clear checklist would be greatly appreciated.
Not sure if this is what you're looking for...
——
make started 10 jobs in one tick. newJob=Goto (Job_904) A = Thing_Gorehulk6115 jobGiver=SearchAndDestroy.JobGiver_GoWithinRangeOfHostile jobList=(Goto (Job_894) A = Thing_Gorehulk6115) (Goto (Job_895) A = Thing_Gorehulk6115) (Goto (Job_896) A = Thing_Gorehulk6115) (Goto (Job_897) A = Thing_Gorehulk6115) (Goto (Job_898) A = Thing_Gorehulk6115) (Goto (Job_899) A = Thing_Gorehulk6115) (Goto (Job_900) A = Thing_Gorehulk6115) (Goto (Job_901) A = Thing_Gorehulk6115) (Goto (Job_902) A = Thing_Gorehulk6115) (Goto (Job_903) A = Thing_Gorehulk6115) (Goto (Job_904) A = Thing_Gorehulk6115)
From what I've noticed recently, it seems like colonists only engage enemies that are already in an aggressive state—meaning, if an enemy isn't actively targeting one of my colonists, my melee units won’t initiate an attack. Instead, they just kind of… follow the enemy around, waiting until the enemy locks onto someone before they start swinging.
Would it be possible to adjust this behavior? It'd feel a lot more natural if our colonists could proactively engage nearby hostiles, even if they aren’t actively attacking at that moment.
1. Take a meele pawn.
2. Cast invisibility on him
3. Toggle search and destroy y meele on
4. Get error pawn started 10 jobs in 1 tick soawn
我的问题跟这个一模一样,不过第四点会在小人杀死了目标之后发生