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I also looked into the problem of things requiring electricity research... and it does NOT! I was able to start a tribal playthrough, and mod's project was researchable just fine. Therefore, it should be incompatibility with other mods.
https://ibb.co/ybVmchc
lmao
All joking aside, does this mod play nice with No Quests without Comms ?
That aside, IMO the orbital trader capability is a bit off. You are sending pigeons/falcons to space ...
I have not been playing Rimworld in a while. But if I get back into the game, I will look into it! No promises how soon that may be though. I have a lot of things on my plate recently
I think it would be grateful if you make a patch with this and that mod.
Could you look into Compat patch with [Research Reinvented] mod along with [Research Reinvented Stepping stones] ?
These two mod basically does make Research stuff in RW more like reality.
And I also use mod called [No quest without comms]
So I tried adding this mod so that I could get quests even though in my early tech stage
without electric comm.
:))))))
Nope, it does not require 'Electricity'. There is just one new Medieval research project for it, no prerequisites.
Does this mod require 'Electricy' As prerequisite?
I am playing full custom Tribal Faction mod (which tech might advance if I do research all the stuff)
and also have locked quests from popping if no Comm is live. (But some local quests appear)
And Now I am open to some outdoor quests and trying to research no power comm
but I can't do because I have to research 'Electricity' First.
Ooooh, there are ship landing beacons now?
Trade marker works as an orbital trade beacon. It consumes wood though, so you have an incentive to upgrade it later to electrical version!
I have to ask though, any chance for darklight trade markers to be added for the creepy cave people? :p
There is some strange new functionality for vanilla comms console related to Diabolus event. I left it out for now. Let me know what it does if you feel like message table should also have it.
Oh, yeah, the balance is hardly achievable here. If the message table would need more power... then the bird cage would need to produce more, and we would move into the era of birds producing all the power
But, i looking for balans in mod, to have reason to upgrade Comms.
That is a work-around to fit the message table into low tech/no gun runs
But why connected to power cable with 1W?
And bird cage produce 1W energy.
I took a look at that mod... and nope. This mod here is very simple and based solely on xml (basically, it just provides a reskin of comms console). Tinkering to remove spacer events requires C# assemblies. It can be done by digging into code and creating a completely new comms console object... but there are a lot of major downsides to that. The biggest two problems are compatibility issues (to access/block events from other mods) and update issues (assemblies can and will break after each game update). So, nah, not by me
Any chance we can get this mod without spacer events?
I made a sub-mod translated into Japanese for Japanese users.
I hope Japanese users can enjoy your nice mod more.
Thank you.
Nopower Comms Simplified Japanese translation
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2647060215
also ty , guess ill just have to wait for the fix
Yeah, any mod, that patches original trade beacons, needs to patch these trade markers too. As for how how it works with orbital traders - I imagine that your colony contacts it through other settlements that have space tech.
thanks
Some people have been asking for it but there is Tribal Signal Fire (Continued) for limited communications. I don't really want to overlap in functionality with that mod.
Also accidentally nuked the prior comment so:
"Kind of curious as to how exactly a messenger Pidgeon communicates with an orbital trade ship if I'm honest..."
My explanation is cross-settlement communication. Your settlement sends goods/messages to other factions that have actual orbital trade beacon and thus you are able to trade with orbit. Obviously there can be other explanations.
Just updated mod to include patch for it. Enjoy!