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Ein Übersetzungsproblem melden
I made a shutdown zone and assigned it to group 1. Thats the group of my only mechanitor with all mechs in it, both combat and workers. Yet non of them seem to shut down even if nothing is going on.
Also, how do i switch their work modes?
One of the goals of this mod is to improve performance, for this mechanoids automatically shutdown in most modes, so they request less work node with its countless checks. If you do not use hive mind research or scavenging, then no, there is no impact on performance.
Not confirmed. Repeat the bug on the modlist specified in the bug report discussion and send the log.
It only works with escort modes from the mod. And it is turned on manually on mechanoids.
This feature, like most mechanics in the mod, is only available for mechanoids inherited from vanilla mechanoids. If for some reason the mod developer decided that they should not inherit vanilla mechanoid comps, they will not be supported.
So this mod needs compatibility patches, but I don't have time to do this right now.
I noticed this does not happen with the mechanoids from alpha mechs mod, as for other mechanoid mods I have yet to create any to test this with in my colony.
Is this a bug? or do you need to add some sort of compatibility patch to every mod's mechanoids?
Thank you for your support regardless!!!
No.
First, thanks for the mod!
Really cool way to play with mechs in biotech expansion.
Second, Is there a way to remove "Shutdown" feature from some "Work Modes" in the Settings?
The reason -> I use "Mechanoid Spots" and because of the "Shutdown" feature from your "Work Modes", even when i assign them to the spots they immediately shuts off, "Wait enemy" or "Work and wait" don't seems to work in this situation either.
Maybe in the future.
Use modes without smart charging, there is no other way.
I want to let Mechanoids idle directly instead of recharging when it is not working in version 1.5. I don't seem to see the idle setting in 1.4. How is it possible to achieve this in 1.5?
"Wait enemy" or "Work and wait"
Vanilla modes do not work with the mechanics of the mod, they are intentionally left as is.
Resource spawner.
The vanilla game does not allow mechanoids to go into shutdown mode in prison. There is no reason to allow a zone to be placed where a mechanoid cannot shut down.
If there's a paramedic set to "work and recharge" with a shutdown zone, then the mech will try to shutdown in the zone after using its jump (i.e everytime it approaches a colonist needing rescue) while the colonist is considered reserved by the mech the whole time, leading to bleedouts that would've been completely avoidable
So remember to set your paramedics to "work" to avoid that issue
I mean, WHATS the point in killing a person to create a High-class Subcore, if it can only use 4 Commands?
Okay, I'll check again.
I didn't find any mechanoids in this mod. There are machines for VFEM, but the machines do not have integration with biotech.
Don't know. Links?
1) Yes, performance problems arise due to research. I'm still thinking about the optimal solution and in the future I may fix this problem, but for now this mode is not friendly with large modlists and a large number of pawns.
2) Yes, I can make them stand or lie down, it's not difficult. It's just that, for obvious reasons, this is not the main problem of this mode.
It does feel like it's a bit of a mess to move around.