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I'm accepting PRs on github, but don't have a lot of time to maintain it atm.
1. All my send and receive orders for sleds and stockpiles were wiped upon adding this mod.
2. sometimes certain torches and campfires do not count as producing light.
This could be linked to another mod but I didn't run into these before using Tweaks.
Thanks again for all the hard work
I use your other mods from time to time, I just used the BoneCrafting, and I love it! Excited to try this one out. And yes I will make a backup first.
It's going to be buggy for a while... but at least it's working again.
It's still smart to make backups of your worlds though, before updating mods :)
- 'Ultra Speed' tweak can now go up to 2,000 instead of 1,000
- Introduced tweaks for birth rate, birth duration, and infant duration
- Fixed injury duration from default of 400, to default of 2880. I believe this was a bug.
- Added burn, virus, and food poison duration
- Removed 'Normalize Walk Speed'. This was actually buggy and was the reverse of expected.
- Added wind and weather tweaks
Notification popups are an important issue, which comes with the "view is stuck to the mouse". If there are several notifications, you only can access the last one with enter. You cannot get the location of all the previous ones. Due to the "enter" to show the last one. With no mouse fixation to the camera, you could just click the desired notification panel.
This game is a management game at the end. So management game UX should be the baseline of interactions. There are plenty of games out there which manage the balancing act between management overview, functionality & easy access to the game and at the same time provide a more feeling of being inside, in the middle of the action.
Examples: Tropico, Mashinky, Medieval Dynasty, Crossroads Inn Anniversary Edition.
Good Game Design and I mean UX in this case, starts with understanding what the game wants to be, what potential users expect and how you want to approach them.
My devise is always the Bauhaus theorem: "Form follows the function!" It must work first and then it can be made nice.
The "1st person" also has some other issues, which are maybe not severe, but quite annoying during gameplay. For instance if you "entered" a notification, it sticks on that character and the camera movement is quite inconvenient. It is totally ok, if you like it, it is your opinion. But i think it feels awkward.
1/2
Daves decision to go for a "first person" is a bit novel -and that's the point! There are plenty of top down RTS style sims out there.
As far as UX issues: There is a keybinding for multi-select. So you can just look at the object and press the key, and you instantly jump into multi-select mode. I forget what key it is off the top of my head.
mhh. Maybe.
You checkout the Modding possibilietes, right? Is there any possibility to change the UX? The decission the developer made to pin the camera fix to the mouse movement is horible and it brings a lot of usability issues.
For instance selecting area or items via click++ - selecting an area - clicking select - and then doing the action you actually want. That ist very bad UX design. And it should be changed to standards of the game genre. And all bc a decision to bind the camera to the mouse.
Do you think it is possible with the game`s modding capabilites?
For example you could reduce the number of assignable skills, make time pass slower, and make sapiens hungrier! That's a valid use of the mod.
can u give a list of all the things you can spawn and the commands pls
> can u add birthrate
It's planned, I just don't have any time.
> and cheating in items?
You can use my other mod (Creative Mode) alongside Vanilla Tweaks if you want to cheat.
I have no idea how to mod games. I would really love to learn though.