RimWorld
New Equiums
27 comentarii
hauvega  [autor] 16 ian. 2024 la 15:56 
Right now Equiums II is the replacement
Cryptocism 16 ian. 2024 la 10:55 
1.4?
hauvega  [autor] 15 aug. 2021 la 9:49 
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  [autor] 14 aug. 2021 la 8:16 
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 aug. 2021 la 5:56 
1.3 ?
haunted medic 11 iul. 2021 la 18:16 
is there a difference between this and the other equium mods?
hauvega  [autor] 30 ian. 2021 la 8:34 
Did some basic CE functionally.. Will put all patches in a new patch mod to be used with the other variants.
hauvega  [autor] 30 ian. 2021 la 6:51 
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  [autor] 30 ian. 2021 la 6:13 
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 ian. 2021 la 16:04 
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  [autor] 28 ian. 2021 la 4:09 
I have to add ce patches then.
Orinoco 27 ian. 2021 la 14:19 
Also, for CE - your scenarios that start with guns do not start with any ammo.
Orinoco 27 ian. 2021 la 14:02 
@hauvega getting the same "Could not resolve cross-reference to Verse.ThingDef named Gun_SmokeLauncher (wanter=thingDefs)" with the new Equiums mod
hauvega  [autor] 4 ian. 2021 la 20:19 
Have to note what foods are calling dangerous food types. And it is most likely in the assembly.
ArmoredAmpharos 4 ian. 2021 la 17:46 
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 la 13:55 
thx :steamhappy:
hauvega  [autor] 2 nov. 2020 la 10:37 
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 la 9:56 
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  [autor] 1 nov. 2020 la 14:09 
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 la 11:17 
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  [autor] 29 oct. 2020 la 8:30 
What race of pawn you have? my hunger rates are above 100 percent.
Captain of spices 28 oct. 2020 la 20:23 
I got a positive hunger decrease, i.e. my pawn with your mod's perk got never been hunger since that
hauvega  [autor] 4 aug. 2020 la 12:36 
Working on some new graphics. For the tribal side only at this time. A lot of complexity involved.
Hazel Horse 30 iul. 2020 la 21:45 
Dumb as fuck question: any chance of making this work with the 'can eat anything' submod
hauvega  [autor] 29 mai 2020 la 20:35 
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 mai 2020 la 17:35 
Are these tribal only? or can colonies also encounter them?
hauvega  [autor] 29 mai 2020 la 6:16 
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.