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The Antinium faction also seems to be the only one incapable of making money. Their caravans never get more money once you trade with them, even if you gift them thousands of silver and trading commodities that they specialize in.
The only thing it offers is a glitchy, bug ridden alien race that lacks basic compatibility with even vanilla 1.4.
Please save people from absent mindedly adding this mod and running into game breaking issues and dozens of minor annoyances.
It has dozens of microissues, and for some reason the Antinium caravans have a chance to just straight up freeze your game. Even if you pass all the characters to world it will make your game move from smooth to absolutely frozen.
It just cost me a 100 hour playthrough on permadeath cause of the timing of the autosave.
There are dozens of issues, and the core of it is not worth it.
I understand it wasnt your mod, but even just having it up on the workshop runs the risk of people running into dozens of small issues and gamebreaking ones.
I really really dont like to give negative feedback without constructive criticism, but this mod, out of the hundreds ive cycled through, has had the most compatibility issues, small tiny little annoyances, and gamebreaking bugs (pardon) of any mod ive ever used in Rimworld.
Basically there is nothing in this mod worth downloading.
The Queen system does not work. You cannot spawn in a new Queen or make one. They all turn male. The Royal Egg does not work. If you spawn one in through debug it will disappear once it reaches 100% In order for the event to fire to get the egg you need to have 6 Ants in your colony for 30 days. This also does not work. This was all tested with no other mods but the required listed. I could not test any of the Queen features as i could get no Queen to test.
This mod is DEAD.
Again, the work-around exists as described below if anyone else runs into this problem, so I understand if you don't believe its worth the time to add a tech/parts for it.
It moreso stems from I can't harvest these unique body parts like antennae and mandibles.
I will look into the cremate thing but this is a tribal race, they have no prosthetics other than the basic leg/hand simply because its above their tech level similar to any tribal race.
Leaves a bad taste in my mouth to cheat like that, even with resources paid & a level 20 Medical Ace.
First, the aforementioned by OscarTackleBox of Antinium only sleeping in their designated mod beds, not really an issue but annoying.
1. The REAL issues ive noticed: If mandibles or antennae get amputated (in battle or otherwise) there is no means to replace them. Can't harvest these parts from other Antinium pawns, no prosthetics. Just gone forever.
2. You cannot cremate the bodies of the Antinium.
These issues alone are enough to make this mod a pass unfortunately unless they are resolved.
* BodyDef Antinium has BodyPartRecord of Torso whose children have more or equal coverage than 100% (102.00%)
Suddenly my Antinium colonists will only sleep in their fluff fortress or sleeping alcove beds and refuse to recognize basic sleeping spots (or any vanilla bed, hospital bed, operating table, etc).
This causes problems, especially when one gets injured while on caravan. There's no way to rescue them until I can quickly build them an Ant bed. The same applies when trying to capture prisoners. For a long time they've used whatever beds/sleeping spots were available, but suddenly they're strictly into ant beds.
I've also been running the Stabilize Here mod for a while and that's suddenly not showing as an option for downed Ants. (Still working for all other races)
I'm currently playing a colony with no antinium pawns.
One of my colonists has apparently been marked as a queen by the game (for some reason) and whenever that pawn is in danger everybody gets the 'I must help the queen' debuff with - 10 mood.
I've stopped loading the mod which fixed the problem and just wanted to share. Unfortunately I don't have any logs to show as it isn't technically an error that the game would log.
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<IncidentDef>
<defName>Ant_RoyalEggSpawn</defName>
<label>royal egg spawn</label>
<category>Special</category>
<targetTags>
<li>Map_PlayerHome</li>
</targetTags>
<workerClass>AntiniumHiveQueen.IncidentWorker_RoyalEggSpawn</workerClass>
<baseChance>0</baseChance>
<!-- Manual fire only -->
<minRefireDays>25</minRefireDays>
<earliestDay>40</earliestDay>
</IncidentDef>
</Defs>
"Any faction can get a hive queen. Minimum colony population is 6, with at least 3 colonists being Antinium."