RimWorld
New Equiums
27 Komentar
hauvega  [pembuat] 16 Jan 2024 @ 3:56pm 
Right now Equiums II is the replacement
Cryptocism 16 Jan 2024 @ 10:55am 
1.4?
hauvega  [pembuat] 15 Agu 2021 @ 9:49am 
After thinking about the update. I will mostly just do a basic update. No major graphic changes yet. Just getting the basic 1.3 update is going to be enough. It will take some time though. 1.3 affected pawnkinds and factions to slow things down and the race framework is still being worked on.
hauvega  [pembuat] 14 Agu 2021 @ 8:16am 
I am resolving other issues and looking at some other methods of graphic handling. I also have to see how ideology works with one of my race mods so I can be sure it works properly. This was a very large update with different parameters.
棉花 14 Agu 2021 @ 5:56am 
1.3 ?
haunted medic 11 Jul 2021 @ 6:16pm 
is there a difference between this and the other equium mods?
hauvega  [pembuat] 30 Jan 2021 @ 8:34am 
Did some basic CE functionally.. Will put all patches in a new patch mod to be used with the other variants.
hauvega  [pembuat] 30 Jan 2021 @ 6:51am 
I have a lot to update to make work. So it will take some time. CE makes it too complex to do all at once.
hauvega  [pembuat] 30 Jan 2021 @ 6:13am 
This version had no CE support. Unless someone made a patch for it already. There are quite a few things to fix to make it CE compatible. I have to go through everything to find it all.
Orinoco 29 Jan 2021 @ 4:04pm 
In this case it really broke CE - made guns unusable.

The lack of ammo is lower priority, I can add the starting ammo myself in game.
hauvega  [pembuat] 28 Jan 2021 @ 4:09am 
I have to add ce patches then.
Orinoco 27 Jan 2021 @ 2:19pm 
Also, for CE - your scenarios that start with guns do not start with any ammo.
Orinoco 27 Jan 2021 @ 2:02pm 
@hauvega getting the same "Could not resolve cross-reference to Verse.ThingDef named Gun_SmokeLauncher (wanter=thingDefs)" with the new Equiums mod
hauvega  [pembuat] 4 Jan 2021 @ 8:19pm 
Have to note what foods are calling dangerous food types. And it is most likely in the assembly.
ArmoredAmpharos 4 Jan 2021 @ 5:46pm 
Can anyone tell me how the equium can eat rough vegetation without getting sick? I am making a race that has the rough omnivore food type, so they can eat literally anything. But they keep getting food poisoning from "dangerous food type". But I can't find any code for race food poisoning chance.
Captain of spices 2 Nov 2020 @ 1:55pm 
thx :steamhappy:
hauvega  [pembuat] 2 Nov 2020 @ 10:37am 
I found it. It was a couple of experimental traits someone else made and I wanted to try it. I forgot about it. It was affecting the hunger rate badly. It is fixed now.
Captain of spices 2 Nov 2020 @ 9:56am 
So, I switched to the original Equiums mod with same mods set, and I don't see any balance issues, maybe new has some troubles, idk
hauvega  [pembuat] 1 Nov 2020 @ 2:09pm 
I have 110% hunger rate. The beastmen have standard rate. Some other mod must be messing with the race parameters.
Captain of spices 1 Nov 2020 @ 11:17am 
Both were regular and horned equium and the third was beastman (another mod), so the first equium is a cave mother and the second one is a hunter, also beast man has no new perks...
hauvega  [pembuat] 29 Okt 2020 @ 8:30am 
What race of pawn you have? my hunger rates are above 100 percent.
Captain of spices 28 Okt 2020 @ 8:23pm 
I got a positive hunger decrease, i.e. my pawn with your mod's perk got never been hunger since that
hauvega  [pembuat] 4 Agu 2020 @ 12:36pm 
Working on some new graphics. For the tribal side only at this time. A lot of complexity involved.
Hazel Horse 30 Jul 2020 @ 9:45pm 
Dumb as fuck question: any chance of making this work with the 'can eat anything' submod
hauvega  [pembuat] 29 Mei 2020 @ 8:35pm 
No, has the standard pawns. Should be able to. Has a couple of hidden factions. One to provide certain pawns for certain situations. Another to raid.
Halituis Amaricanous 29 Mei 2020 @ 5:35pm 
Are these tribal only? or can colonies also encounter them?
hauvega  [pembuat] 29 Mei 2020 @ 6:16am 
Have a major update to fix an issue with male and female bodies. The fix will break existing saves. Will work on new games only. The fix involves bodies. No longer going to use gendered bodies, because apparel does not apply properly and need a texture for bodies in every case to prevent errors. Renaming the bodies properly will cause texture path issues with existing saves.