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Rapporter et oversættelsesproblem
That is deliberate and was actually Ckapp's original design. It is completely working as intended.
Yeah, they stand in place holding the bamboo trying to eat it, they can just pick it up off the floor without harvesting it first, I have seen one of my pawns chase a animal all over the base holding a bamboo and the poor animal running away because they can't be fed with it, when I tell my pawns to drop it, the bamboo returns to a "planted" state, I have no idea why that happened.
Wait, you said that Pawns are picking up the Bamboo and permanently stuck in a loop eating it? I've seen cases of Pawns eating the bamboo, but I've never seen them not gain Nutrition from it.
Imho this just doesn't thematically feel like the right mod for that mechanic. Rainforests aren't really known for their persistent fires, on account of being so damp. It'd fit better as a feature for drier biomes.
Pine knots behave the way they do because pine trees naturally have highly flammable sap and a lot of it, and because they dry out after the tree dies. Not all trees have this kind of sap, and rainforests never really dry out.
Thanks for the rapid response! That's a much more flexible approach, thanks.
(If you are interested, I believe that the error was coming from references in the VPE C# to VCE_Taro, most likely in their DefOf and perhaps elsewhere. Since you removed the def altogether, the C# could no longer find it and produced an error. Removing defs doesn't always throw this kind of error because there isn't always any reference to a given def in the C#.
Replacing a def you don't want with a dummy def like you did with VCE_RawTaro is a safety measure against this possibility because there is still something for the C# to look at, instead of nothing.)
Duly noted. Can anyone else confirm that it's a lag bomb? I'll change it if it is.
I am aware of this error and have not figured out what I am missing, because it matches other versions.
Nonetheless, I totally see your point and will add back the plant, but just make it produce this Mod's Taro Roots.
Incidentally, I'm not really a fan of just replacing the VPE Taro with this version, especially since the VPE Taro is one of the basic aquatic growing zone crops.
The Beekeeping being placed where I put it (so far down) was intentional. Players with a LOT of Research added to the game would have Beekeeping overlap where it shouldn't.
That's intended. The tree is sickly and covered in molded sap, and rain alone can't put it out. In RL, this exists in trees with sap: where I come from, "pine knots" are sap-filled, gnarled branches and roots of pine trees. Burning them causes them to go up in flames that are hotter, brighter, and more extreme than wood logs.
The other plants, however, should go out in the rain.
I guess it should not exceed 1
Oh crap! That was my code! I apologize for the mistake.
Also when its hp reaches 0%, a new tree (dead) with 100% hp will appear at the same place, this is because it has <burnedThingDef><choppedThingDef><smashedThingDef> set to itself
When butterflies have the power of the whole Axis Forces
https://www.steamcommunity.com/sharedfiles/filedetails/?id=2415405169