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RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
This mod doesnt get developed as im afraid i have little to no interest in AOS/Fantasy warhammer, its a simplifed rip of my 40k orkz, minus the tech stuff and a large chunk of their custom functionality that was added after the inital rip.
Due to previous issues with the author, i do not, nor will i ever make use of or support O21 content in any capacity, as a matter of principle, it is also totally unnecessary as they already have a similar healing ability, including being able to regrow limbs and organs given enough time and food.
As for how `Strong` they are, its difficult to quantify, in 40k tabletop, which is what i use as a guide, your average ork is roughly 33% stronger than the average guardsman, so thats what i aimed for.
@snotlingenjoyer2005
https://gyazo.com/9c114dec57e57f276e7471e0d4a9b5bb
never seen anything about them being the most common, sounds more like your own headcannon to me!, but thats also why you can control it via the mods options
of course, feel free to
@Dilligaf
that sounds most likely to be a conflict between those mods, and Walking Problem's `Advanced Animal Framework`, which is included to power the snotlings and their behavior, though ive never used either of those mods, or this one in a playthrough myself
@ianrmoore
sounds like some sorta confluict, but with what, i have no clue
@Misir88
just tweak the power and cooldown values in the <tools> section of the Choppaz thingdef
@Delta1138
very possible, this mod is effectivly a hacked up version of my 40k orkz mod(most of the functionality is in the Armoury), i probobly just missed a file from the armoury when i was porting it out to this
@Hydromancerx
re the serf mod, as you seem to have summised,.its most likely AAF related issues, ive left a more detailed comment on that mods page
re the research issue, only orkz and grotz can do orkoid research, its HAR functionality and totally intentional
@wazskav
ruddy little gitz!
Craftable Robots will, despite having skill level 20 in construction, only create Awful or Poor furniture - but strangely workbench items are all either Masterwork or Legendary as they should be.
Replace Stuff usually ends up destroying the item before replacing, and things with pawn assignment like beds always get destroyed and lose their assignment.
Over-the-Wall stuff like vents, coolers and wall-lights often destroy the wall underneath and end up floating in mid air.
Not sure what in this mod would cause those effects but it does - pity, I was enjoying the swarms of greenskinz assaulting my base... made so many lovely grotskin coats, traders loved 'em.
<Edit> Corrected it when I went in and added the code for it myself and realised it was spamming duplicate xml errors because a recipe user already existed in the base file. I thought it weird after doing the research it didn't show me what I got or any new recipes appeared at the medieval workbenches.
[M3] RimWorld Serfs and Militia
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2407792474
hate having to rebuild this mod from scratch every time i have to update it - it is a royal pain in the ass.
@Blackwell
this is a divergent branch of my Orkz mod, theres also no point doing that while the main orkz mod isnt working as intended, every update requires me to port all the required functionality out of my Armoury mod and make it work on its own, which as you can imagine, makes it alot more work and at this point in time its 7 ish months behind the orkz mod, which is a hell of alot of changes when you spend as much time working on mods as i do. im afraid this isnt exactly high on my list of priorities, as it was never a mod i Wanted to make.
If not i would love to see this addition, maybe when your colony has x amount of greenskins new cocoons have a % chance of spawning a Weirdboy? And they use the Vanilla Psycasting.
Only the Snotlings are in and out of the animal bed hospital since they refuse to eat any type of food whatsoever, and will simply keep working to death until i rescue their asses and force feed them myself. Micro-managing them this way is a pain in my ass, but they work similar to omni-bots. They clean, they haul, the plant and grow, and they can harvest/ cut trees. I like em already, but these other drawbacks are making me think twice.
"Config error in OG_Ork_FeralRefugee_Faction: FactionTypeDef OG_Ork_FeralRefugee_Faction lacks a factionNameMaker and a fixedName....."
see lines 2271, 2274 and 2302 in the following hugslog, for 3 different errors regarding this mod pawn generation.
https://gist.github.com/HugsLibRecordKeeper/080a3c2903d32a002dcba49166319c20
Keep up the good work!
no, it just means that thats as far as their stuff goes, no high tek orky gear is included, doesnt stop them Using high tech stuff
might be, never tried using it myself, simple way to test if its compatability or not, just load this and its prereqs, if the issues resolved, its a conflict with something
Choppaz require the Brutality research
@Zyrithithrall
Apologies for the delay, apparently steam didnt notify me of your comment, it seems like the thingcatergory for ork apparel wasnt assigned, so it wouldnt show up in the filter at all.
will push a fix for that momentarily
im afraid i dont use this mod myself, its just a rip of my 40k orkz with all the "Eye tek" stuff removed.
correct, its standalone
So this isn't compatible with the armory mod?