Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción






All Shuttle visitors are behave like vanilla one
I think Mission Board is necessary as there seems to be a check stopping all visitors otherwise due to bad temperature.
surface never vault forever
Given how Hospitality guests work as I understand, I figure it would be annoying or involve creating one or more new offworld factions, but I am nonetheless compelled to ask if it's possible to convert some or all of these visitors to guests for compatibility (in case it's a different mod conflicting) since you're maintaining both of the mods involved and just patched their integration. so uhhhhhh is it?
Did a little GIMPn' for my vault-tec play through.
Are there any plans to support roofs from Simply More Roofs?
It's a simple roof mod that allows shuttles to pass through, so I think it would go well with Rimsential - Spaceports for space life.
https://steamproxy.com/sharedfiles/filedetails/?id=3536657775
It would be great if we could use the Rimsential - Spaceports feature to play as an inn or hospital in space.
Trying to start an already ended ship job.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimWorld.ShipJob:TryStart ()
RimWorld.ShipJob_Unload:TryStart ()
RimWorld.TransportShip:TryGetNextJob ()
RimWorld.TransportShip:Tick ()
RimWorld.TransportShipManager:ShipObjectsTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.Game/<>c:<LoadGame>b__81_1 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
I have a lot of mods but I'm not quite sure if its a conflict.
is there no way to hard cap the number of occupants that can be generated with any merchant ?