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Major QoL update incoming. Currently alpha testing right now.
So far...
2 NEW MEDICINES!
- Glittery Fibrous Medicine, made from pulp and mineral dust. It is better than herbal medicine. When desperate for any medicine.
- Crystal Herbal Medicine, made from herbal medicine, mineral dust, encased in resonating crystal packaging. Used in the arctic. Better than industrial medicine, almost as good as Glittertech, because as far as anyone knows, this might be the remote field site version of it. ;)
- Tiny Fire will now keep above minimum warmth. The first 2 days shouldn't be RNG anymore. It was annoying, not difficult.
All this will be unique to 1.4 due to Biotech DLC.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2740177445
And if you use ZARS, you will definitely like it :D
I believe there is a typo in line 206 of v1.3/Defs/ThingDefs_Plants/Plants_Cultivated_farm.xml. I don't think the <min> and <max> tags belong in that field - rather, something like 0.4~0.7 should be there. I made a local copy of ZARS Core with this edit and the red line disappeared.
Unfortunately, there seems to be some incompatibilities with Dubs Bad Hygiene. If both are used together, the arctic harvest patch and the wooden planter box (I think that's its name) are recognised as hydroponics and get a water bar, which is supposed to be filled once they are powered. But, as they were never intended to be powered in the first place, they cannot be used. (If deactivtating this option, they need power instead, which also does fail) So they cannot be used.
Interestingly, this is not the case for the Slag Harvest Box, which works as intended.
It would be great if you could adjust it, so that both of them can be used together.
There is a path around this: grow crystals, build boxes, grow haygrass, make hat, but it is exceedingly long and a very limited path and makes the games first season repetitive doing it that exact way every time.
Using the cargo ship jettison start (or any other start with clothing) this isn't such a problem because you can spread the hypothermia across a few pawns when they venture outside for resources. With only one pawn it's not possible.
It's kind of the same issue in extreme desert starts, but resources are a little more common and hay grass can be directly grown without the planter boxes. The tedium and balancing act are much less cumbersome.
Also, this would be great with a biome twist. I imagine a stranded in the middle of the ocean playthrough. Problem is someone would have to make the ocean biome playable, like what was done for impassable mountains. And your colonists would need to know how to swim. Maybe start with a 9 rafts, basically bridges for deep ocean. From there fishing and diving would be your primary resource gathering.
Tribal Reborn (Tribalism) is in its own little box because of how massive it is. Anything that needs to be fixed in it literally requires me to dig through it.
so:
Core
Hugslib
Jec's Tools
Other frameworks
[CORE] MDK patch
ZARS Core
ZARS (other)
From what i've observed, ZARS' Version 19 is for the most part compatiable and stable with Rimworld 1.0
Some issues will crop up, and while red text in the Dev log is not a good sign, the difference between concern and an issue is the number of logs made, I.E if some error happens once, its probably not a serious problem, but if it logs say 462 times it needs to be investigated.
Mineral water is required during severely desperate times, as a sort of life support for people with moderate to severe malnutrients, crafting a single mineral water will do hardly anything, but having 200 or 800 on hand (which suprisingly is not hard to make) can keep away death from malnutrients, while it may make things also worse with food poisoning