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TD Enhancement Package

4
Mod version:1.1 - 1.5
Game version:1.1
The mod has been successfully tested for the absence of viruses
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About This Mod

A number of UI improvements and minor improvements.


Most of them can be turned on or off in settings; features that make a little UI better or don't change game behavior are turned on by default, and features that change behavior are turned off by default. (It is possible that those that are undeniable improvements will be included by default.)


Opportunities list:


Neighboring areas/zones.


Button Match Grow, adds areas for growth and only suitable terrain.

Counting zone/storage size by fertility. Number of empty/complete plants.

Emergency restocking - use the "Allow" tool (for example, a freezer next to the kitchen).

Editing regions: in the Scoper Manager you can change the order, change colors, clear and copy/paste.



You can insert the home/roof region into another area by right-clicking the Paste mouse button.



Click ontheRegionManager'sRegions toadd the area.



Unlimited number of areas.



Ifyou create anarea called"Nicogdanebyhome", this area will beadded inthe oblast.



Create a slaughterhouse with the name "Slaughterhouse", the animals will be slaughtered only in this zone.



Please, specify the order ofthe zone's edges (and displaying the range). Now the angles are filled and sad to look back.



Buttons toenable crop raising/hydroponics.



Overlay.

Ability to build terrain




Coverage of buildings (eg, commercial beacons, water pumps, all traps pointing to IEDs)




Fertility of terrain




Harvest progress




Lights




Beauty




Movement Speed




Automatically display when you select a blending tool. Optional auto-blending:




Smoothing stones.




The location of the wind turbine shows the wind blocker.




The location of the geothermal generator shows the location of the ventilation holes.




Tree cutting shows the growth of trees.




Improvements to the game.






Sarcophagi are preferable to graves for deceased settlers.




Automatic recovery is turned on when you start a new game.




When you open the caravan dialog, everything that is selected on the map is automatically added.




When the caravan closes or opens, it remembers its list (the same applies to transport pods).




When digging a deep rock, you can get different stones (available on a map; usually the same stone).




Drawings can be placed from any material: right-click the construction tool and select the material.




Trade inquiries are primarily given the lowest-value items (but must be of normal quality).




The transport module is reconfigured after activation.




Counts the jobs that are queued for any account.




User interface/information.






Selected colonists are highlighted and can be selected further by holding down the Shift key and clicking.




Clicking on a name does not close the tab. An arrow is also displayed, indicating the person the mouse is over.




The selection dashboard has a button that allows you to expand your selection.




The up arrow indicates the skill being learned on the character's tab.




Penoxycyclinext Green Physical condition: good! (currently disabled from 4/4).




DropPods tells you what happened.




The hover information can be placed in the upper-right corner and is not closed by the "selected" information box.




Trade and negotiation dialogs can be suspended after the game is over.




You can hold down the Shift key and press the time slider to undo the forced slowdown during the battle.




A small icon indicates that research is underway.




Resource information is stored with the save file, so the game remembers which category to open.




The option to open the switch button in the lower right corner.




Warnings:




Low HP Alerts - make sure they can't be ignored.




Overruns are not accounted for.




Heat shock, accumulation of toxins reaches a relative level.




Wind blockage.




Additional health/medical warnings.




The transaction window can be sorted by "cost per kg".




Added policy copy button.




Switch button to display the power grid.




AI and behavioral modification.






Sleeping enemies will not be attacked by Perks (unless selected).




Stop pellet button. Because sometimes you want to stop the pellets.




The colonies stop running when there is no longer any danger.




Colonists dodge grenades even if they are called. This, of course, interrupts their actions.




They can also dodge enemy grenades and allow them to dodge their grenades.




Can be disabled if wearing a shield belt.




Color change.








Color change! Several fixes and new features. Applied to clothing.




Corrects the color of modern steel objects (bulletproof vests).




The ability to create items with a predefined set of colors, such as raiding armor.



Small universal color variations.

Similar Mods/Addons

Game Version *

1.1 (TD Enhancement Pack.zip)