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
Regarding moving it with a caravan, monument markers are blocked from being loaded into a caravan.
I don't particularly expect this problem to be resolved, but I figured I'd mention it both to see if something can be done and to warn other players not to bother accepting monument build quests if their colonies are in caves.
I don't really mind it and kind of just see it as a feature. If a faction could create crazy weather, it doesn't seem too far-fetched that they could've figured out a way to make it rain and thunder in a cave and then asked the player if they could test it
1) Dev Mode > Open Debug Action Menu
2) Click Do Incident (Map)...
3) Psychic Ship incident spawns without selecting an incident
4) Repeat as desired to cover map in psychic ship parts
Commenting out the
/Defs/IncidentDef[defName = "PsychicEmanatorShipPartCrash"]/workerClass
operation from 1.3/Patches/Incidents_Maps_Threats.xml seems to have fixed it for debug menu, will have to wait for an incident to occur to see if it is now prevented entirely.
Removing the mod also prevented it from happening, but doing that mid-game caused a bunch of issues.
Hugs log here: https://gist.github.com/0a32e04738e54f13d4e9cd6754f851ec