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
For in-colony solution to storage almost infinite amount of items without any affect on perfomance I was doing other mod, that called Underground Vault , which might fit what you need.
I think you can support Red's Performance Fixes just by changing your code for "isEggLayer" to:
```bool iSEggLayer { get { return this.animalThingDef.HasComp<CompEggLayer>(); } }```
That version of `HasComp` (with the generic instead of the type as an argument) will actually use `IsAssignableFrom`, and since Red's Performance Fixes sub-classes `CompEgglayer`, this will work fine with it (and be more compatible with anyone who might sub-class any comp, really).
I'm using this locally to good effect.
It would be nice if it at least refunded the 2 animals I needed to start the ranch...
Maybe just generate a new male/female pair at minimum breeding age and add them to the caravan when packing up...
Cheers and thanks for the quick response.