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






Recompiled it for you, because you said please and thanks :)
Gave it a short test, it seems to work with current version now (661174)
crash now.
pls can u fix?
thnks.
But nice that the Bladder is now Included
Currently not playing oni, I'll look into adjusting plant growth and bladder speed when I inevitably play again :)
But it's OP nonetheless. Of course starvation ranching only costs dupe-time, so I guess they always needed the buff.
But it also counts for emitting plants (Oxyferns) which now are triple the power due to the lower requirements.
ALSO ALSO, the bladder is still at normal rate, leading to Duplicants having a full bladder multiple times per cycle.
If you want a custom multiplier, go into the mods folder and check the config.json
now if only something could be done about their intelligence over all (dupes are so dumb... digging sand/regolith under them and falling/getting stuck, digging stuff out without ensuring they can get back... imagine being able to jsut select the whole map and the dupes automatically avoid geysers, releasing harmful gasses and jsut generally digging the area out in a way that they dont need scaffolding, like a human would in this context)
takes some getting used to, but I prefer it this way, feels less like they have to sprint everywhere
Dont know what other major kinks there would be beside the fact that the whole stat keeping is kinda messed up. And that'd mean going into so many functions it's not even funny
Trying it now, seems to work as intended.
Good work!
not all "effect" durations are modified by this mod.
Example room bonus effects for morale increase.
Currently it's impossible to keep the basic morale bonuses up for the duration of the cycle.
Basics being bedroom-barracks-greathall room bonuses
If effect durations could get multiplied together with cycle length this would be awesome