![]() When generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipesĬonstructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included modsĬamera movement from new events now cancels job placement instead of selecting a giant area Merge squad lists of Factions that share an ID when loading included modsĪdded ResearchID field to blueprints and workshopsĪdded option for byproducts in workshop crafting recipesĪ MaterialIndex greater than the number of components defaults to the last component instead of firstĬhanged default SpriteID to be optional and render nothing by defaultĪdded research.xml to define independent research tracksįor each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressed Similarly, RequiredSkillLevel was added to jobsettings.xml for other jobs Higher values can be set and gnomes won't be able to craft the item until they reach the skill level. Hooked up RequiredSkill property in workshop recipes. This makes it so multiple mods, all with new items, can all be stocked into Crates, etc Storage.xml merges AllowedItems for each StorageID when merging multiple mods. Pause button now toggles pause instead of only pausingĪdded a Move To Top button for the job queue at workshopsĬhanged Remove Designation to remove the selected area instead of the entire designationĬhanged mod selection UI to select multiple mods ![]() Minimum is 2, maximum is 256 and default is 4.Ĭlicking Fast Forward while paused will now unpause instead of unpausing and also doubling speed MaxTimeScale can be defined in settings.ini. Made some adjustments to pop up menus in the right click menuĪdded item being stocked to clean floor job UIĬlicking Fast Forward doubles the time scale. It will now show eating, drinking, sleeping, training, guarding or patrolling where previously it had "idle" Workshop floors are now red when suspendedįarms, groves, pastures and stockpiles now are visibly red when suspendedĪdded more descriptive status text for gnomes. Suspending/resuming over a designation or workshop will apply to the designation or workshop directly instead of individual job Groups of jobs can be selected at once (suspend building walls in an area to prioritize another area, etc). The item being stocked for stock jobs is now viewable when looking at the stock job UIĪdded ability to suspend/resume jobs. Spawn Liquid and Remove Liquid options added to Debug mode This is meant for testing and allows you to create things that might have unintended behaviors. Provides a way to spawn items and characters. ![]() DebugMode can be set in settings.ini to enable a Debug option in the right click menu. A handful of optimizations for ambassadors and a few gnome behaviorsĭebug mode for mod makers to test mod changes.
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