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Is there any way to fix it?
Requesting functionality be shifted to the upto date processing framework mod.
In mod options (esc menu and bottom one) there is adeptus somthing mod, look for orks part and there you can set chances for greenskins to spawn from fungus and cocoons.
And 1.5 Plz
punching grot dont really work, one day i got an grot that was like "i'm too sad to walk" i punched him, and it didn't wake him up
also i have some issue spawning new orks at the start of the game, my klan barely run for 4day bcs they end up krumping each other after getting rid of the wildlife, how are those gitz suposed to multiply?
Grots should come with Haul already ticked, they shouldn't need training. They should also spawn more frequently. Orcs are particularly lazy and slow (ritely so) but thats cause the grots make there world run. Atm early game x3 grots doing nothing, trying to handle everything is tedious.
Orcs need to be a little more hardy imo... watching one get wrecked by a tortoise in close game today was embarrasing. Regen or recovery from injury probably needs a multiplier also.
Great mod though, I do enjoy it.
the start issue is related to Humanoid Alien Races overriding the spawning methods introduced to vanilla to support biotech, ive reported it to the author, still waiting on him having time to figure out and fix it, its a little beyond my ability to fix without breaking other HAR features
thanks for letting me know, should be fixed for the next update
ive thought about it, but im not sure they need it, it SHOULD bother them less than humans, seeing their matez get zogged, what i Might do is see if i can set it up so that seeing one or two 'lower level' greenskins getting murked is funny, but as more die, it starts being more negative (in tabletop, when i played, if an ork mob had to do a leadership test, you needed to roll under the number of orkz left in the mob, and im hoping to replicate it somehow)
that would be because they automatically count as having the trait, without it actually taking up a trait slot, unless somethings broken that recently
I decided to comment this issue on this page instead of the Adeptus Mechanicus: Armoury page because despite the fact that the ork structure tells me it originates from there, it doesn't show up unless I have this mod. Please fix, we need gork and mork.
Also a noticible "bug". Orks can spawn as other than baseline causing issues with pawn graphics ect. I saw a red ork with the imp baseline. I saw a grot with a yak(whatever those dog things are) baseline and it had a tail and couldnt show a proper head.