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crying shame, because it was great for making large colonies livable so it wouldn't take a pawn an hour to get from his house to the kitchen, but it makes the rest of the game unplayable due to all the timings that aren't scaling properly.
Something is wrong with setting the value lower than 100% ig.
1) load Vanilla Vehicles Expanded - Tier 3 (it will require others) and Time Control
2) place a Louie on the map
3) record the time it takes to exit the map (my test map was 42 seconds)
4) set time control to 300%
5) record the time the helicopter takes to exit (for me it was 2+ minutes)
Someone is using the wrong tick clock. Or maybe it is just part of the "everything else" and shouldn't be.
The vehicles helicopter animation is way to slow already. This problem makes it painful. I have not noted any other problems with vehicles, but it is a safe bet there are some.
Great mod. I can get so much more work done in the day before having to sit through a long, boring night of watching auto turrets blowing away invaders.
Did I miss it or didn't you say what "day" is? When does it start and end?
Need to process that iron into steel to make that toilet to poop in? Then this mod will allow you to extend the day manufacturing iron and pooping adds to your pawns busy schd.
it is more than a visual thing because the mod simple slavery collars adds a mechanic were the time spent as slave record is used for something, pewwty please
as damgam said theres an issue with recruitment, its saying that the attempt happened before the min. i dont have work scaled, on a 390% setting the attempt happens in 90 ticks but the min is 120. the person will try, but no floating numbers happen.
would there be a way to add a mod option to let the user set the min for recruitment attempts
Enslaving doesn't work with long days.
It works when i put it back to 100%, don't even need to remove the mod.
No animation plays at all when pawns are drafted.
https://gist.github.com/HugsLibRecordKeeper/f89a2ac88bea95da108901c9e086a698