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The mod is awesome though. Could you make a ideogram and ideology icon that looks like the symbol of equestria?
If you are referring to actual four-legged ponies, Ponies of the Rim has a scenario which starts you off with four of them. As for controlling which races and xenotypes spawn, I'm not sure how to do that myself, but I think there's a mod which does it, though I can't recall its name.
About the talents: Earth ponies share a special connection to the land and many of them ON THE SHOW are depicted as farmers but overall they do possess various talents including ones outside of farming which can be seen on the show very often. They are seen as more resiliant. To be honest the thing is that not just earth ponies but many others show talents other than what these xenotypes show.
There is a very big issue though. When starting a colony its hard to get the ponies. I wondered if there could be a possibility of adding a way that could "attract an inhabitant of equestria" in exchange for some special material allowing to choose the xenotype to atract.
I have been thinking about updating the xenotypes to use Alpha Genes instead of base game genes (via a patch), but doing so would require a bit of research to determine which ones would be the most suitable; if you have any suggestions, by all means let me know!
As for earth ponies not 'screaming farmers,' I have to respectfully disagree; with one exception (Trixie), every farmer depicted on the show has been an Earth Pony (Source: MLP Wiki).
I hope this clarifies things, but please get in touch if you have any other questions, comments or suggestions, as I will gladly take them on board.
Time for this man to be the death of all raiders
Having said that, I might just make them able to be violent by default, as you're not the first person to make a comment like this.
Either way, amazing mod!
"Carrying her makes you feel as though you feel as though she is"
the "you feel as though" has been doubled.
Izzie Moonbow plushie, its description doesn't give any numbers as to what it does - not sure if it should show a mood buff based on what it says, but it may be that the buff isn't there?
and
https://pastebin.com/rDRqgm0M
Those are the stack traces, and the harmony log points to:
Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
Config error in MLRP_Scenario_Xenos: RimWorld.ScenPart_StartingThing_Defined has null def.
<fixedIngredientFilter>
<categories>
<li>PlantFoodRaw</li>
</categories>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>PlantFoodRaw</li>
</categories>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li> <!-- or MedicineUltratech -->
</thingDefs>
</defaultIngredientFilter>
As a small addition: it allows to choose which exactly plants would be used. By default all are allowed.
As small downside: it allows to choose which "silver" and "industrial medicine"/ultratech medicine" would be used among a single variant. It's possible to remove them from choosing menu by removing them from <fixedIngredientFilter>, but if so they wont shows while you hovers over recipe in 'adding task" menu.
I've trying new things and it seems I unable to get intel from Spitfire. It says that I have no suitable food while it's plenty around (and it's in the storage & noone trying to use it):
https://i.ibb.co/BnDL50h/image.png
I have just a few mods:
https://i.ibb.co/vP4hFVs/image.png
I've tried to disable all but neccessarry (Harmony/VEF/Deserters/RimPony) - no avail despite it's plenty of potatoes/rice/corns/whatever around.
I've digged into
.\Vanilla Factions Expanded\Deserters\Defs\RecipeDefs\IntelRequest.xml
And found that issue is in <ingredients> category of the MLRP_VFE_Deserters_GetRegularIntel and MLRP_VFE_Deserters_GetCriticalIntel recipes.
1) I've been unable to replicate that error in the screenshot you sent me.
2) I've had the problem with few factions spawning, but I highly doubt that this mod is responsible, as it doesn't change anything about how factions bases are spawned.
Not sure if it's suppose to work that way but would love to have XML Extender back active again in the feature.
Keep up the good work, this mod is lovely to have around and i thank you for making and updating it :)
https://steamuserimages-a.akamaihd.net/ugc/2101547966863777084/DAEC301177AACD3F2909C283879E5FE6C380BB67/
Cannot read Data is still there on both colony starts along with no factions showing up on the world exept 9 max with 1 of those 9 begin each faction.
i've taken note of seeing this in the debug log about the mod, hope this may tell something:
https://cdn.discordapp.com/attachments/697915146340663426/1152638735121399808/image.png