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Повідомити про проблему з перекладом






I'm using Sky Islands mod, which is kinda on orbit, but also with air and stuff, and I wanted to check whether this will work or not (Yes, I know, this doesn't work in space- space, but I'm not really sure whether Islands qualify)
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 ?