Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926557428
Hope it helps anyone!
And i can't find any information except that they have a "unique biology"
Seems like she can only eat specific things but i need to know what exactly she can eat.
I highly recommend having some kind of info about that, cause right now I'm finding nothing.
But if it's simply a bug then sorry for the bad tone.
I haven't seen anyone else ask, so I figured I might as well bite the bullet and ask the annoying question. Are there plans to update this mod to 1.4? I greatly enjoy this mod, but I understand if updating it is too much of a pain.
Ah, alright. Sorry for misunderstanding. I adore the mod, this is the only issue I've had with it and as far as such things go, it's very minor. As such, I'll still make use of it regardless of the hiccup. I appreciate the mod itself and the work put into it. Have a wonderful day, my friend.
It's not a terrible thing to have happen, but what do you mean by a whitelist or blacklist? Forgive me, I'm a bit of a simpleton.
It is unintended, but it will require a little creativity to get around. Poorly defined race property flags. (Thanks Tynan) Use a whitelist or a blacklist. Don't switch back and forth
Just ran a game without either dlc enabled and still found Geth in the ancient dangers. I'll still be using the mod regardless of this little hiccup, but if something isn't meant to happen it's better to let you know, yes? (Assuming the ancient dangers thing isn't intended.)
I've done some testing of my own and in the end the geth still persisted in their spawning in ancient dangers as part of the mechanoid faction even after disabling all mods except "Humanoid alien races" and the mod itself. I had even disabled the map mod I had been using to spawn more ancient dangers to ensure it was not that which was the issue but when I finally loaded a map that had a mechanoid based danger it once again had geth inside. (Checked with Dev mode)
The only other things I could disable would be Royalty or Ideology, the DLCs. Aside from the this mod and HAR, the game has been set to vanilla.
Let me know what you find, if there is some compatibility issue, I would like to at least note it in the description.
.
For pawns, I run playable geth, but that has already been mentioned compatable... And then the final one that effects pawns would be the O21 Forgotten realms mod. I'll do some testing on my own running the mod with others enables. I hadn't considered that they were not meant to spawn with the mechanoids and that it might me an error. That is my mistake.
I do not believe the Geth should be spawning in the Mechanoid faction at all. They are only added to their own custom faction. Are you using another mod that affects factions or pawnkinds?
All the races present in this mod can be toggled on and off in settings. So long as you disable any released races to avoid overlap, you shouldn't have any issues at all.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2527583317
Updated. Fixed Vorcha traders
Playing on 1.2 or 1.3?
https://pastebin.com/SQYvAbNw
I do not use the White Hand faction, btw.
Missing '<trader>true</trader>' on line 254 of VorchaPawnkinds.xml, I think?
Changed playerfaction descriptions so it is easier to tell them apart when creating custom starts
Updated. Corrected error message for users who don't own Ideology.
@HAL!!!!!
Sorry about that. Fixed.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Updated. Made Quarians immune to the various thoughts regarding nudity/clothing added by ideology
Great mod btw, a must for that mass effect feel for rimworld.
Patched. My bad, during testing I forgot to check the regeneration function for the Vorcha.
Hugslib log:
https://gist.github.com/e39650fcbe1f8d3488346ef57dd218b9
Updated for 1.3. Unfortunately, I am unable to figure out the WoundAnchor issue for the Batarians, so for now, they are simply exempt from the system. So that means that they will not show any Archotech or Bionic eye that you give them, and won't show if they are blinded. I will continue messing about with it and if I figure it out, I'll upload the fix.
1.3 Update will be dropping shortly, hopefully within a couple hours. Everything is complete except the wound anchors for the batarians, which are giving me a hard time because of the 4 eyes thing. Once I sort that out, the update will be dropping.
As I said before, I am working on the 1.3 update, but my time is limited. I cannot give a specific ETA, but I am working on it as time permits. I do modding in my spare time, for free, so job and family needs to come first. I don't want to come across the wrong way, but I would rather not have you give it to someone else to do. The update is mostly complete already and it would be rather irritating to have done all that during these last few stressful weeks for nothing. Things have settled down considerably, and I have more time now than in the previous few weeks. I will have it updated soon.