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That was "Elite+" and that was great. Thanks for remind this, man.
Ultimately, just a concept for you to play around with!
Perhaps somehow put a reference to that in? (Maybe a rare chance for one tribble without the modifications to wander in), which would be a safer pet for a colony. Problem is, you can't tell which of the tribbles is which... would provide an interesting mechanic! Do you gamble? Tame all tribbles and see which of them reproduce slowly, kill the rest? Or what?
Just a thought!
Now, the thing is, they do have a soothing presence. Many are inclined not to harm them. Mood change on sight?
For now, if you can wall yourself in with your food, the tribbles will eventually starve and leave the map. Mopping up the stragglers will be trivial
your mod is great :)
ToxicSensitivity was removed as a StatDef
now replaced with ToxicResistance and ToxicEnvironmentResistance
You'll have to update the tribbles to ensure that they're still sensitive to their environment in 1.4
i fear a lot of modders will drop older support (mostly if not knowing that multiple versions can still easily be kept inside 1 mod) - so now is a good time to backup mods :)
Tribbles are even easier to exterminate, with less hp and increased vulnerability to fire and toxic buildup. But beware, they still breed just as quickly!
New option to notify the player when a tribble infestation starts. This is disabled by default.
Thanks a lot Zylleon :)
is it possible that one of the RW updates broke the mod?
Tribble event is firing and a tribble is spawning but I think when they want to reproduce there gets a red error spammed and the tribbles are stuck.
I am using the newest RW version (1.3.3200) and also tried resubbing.
https://gist.github.com/b1b2193e5eb03c1a30d4a2a4e19c6939
Thanks for your mods!
As an aside, I love your other mods. I didn't realize how many of them I've permanently added to my modlist over time until I looked through your workshop items. Extension cords, Gemstones, Boomalope chemfuel bleeding, More Vanilla Biomes (I think this is the one responsible for splotchy shallow/deep water and mud wetland patches that are so moisture-pump-intensive), and sometimes some of your other more fun ones (Hybrid Animals made me laugh out loud the first time I got revenged by a herd of elenoles; epilogue: ended up with a megascreen TV rec room theater with 20 lizardskin armchairs).
Let me know if you find lots of them spawning at once with your testing, a mod conflict is always possible
In the course of about 12 game hours of hunting, I had to select an additional 3-4 pages of tribbles for hunting (about 100-150?) before I got on top of their growth rate.
It did run very smoothly during the hunt, though. I enjoyed it and will self-inflict it again!
Upper limit is when they run out of food
First time in 5 years I've ever used the drafted hunt with its options. Fun event, though if I'd been playing with an ammo mod, I'd probably be sad and empty.
Awesome!
awesome mod you have here!
Any chance we can have a xml entry for the additional spawns (falling ship chunks etc.) ?
Would be nice if it would be possible to tweak the baseChance, earliestDay etc. of this additional spawns.
Greetings!
now we need a replicator mod just like in stargate. they eat stone and materials :)
AmbroUwUTais: I was about to ask if I should use that for inspiration, but then listened to the song. No plans to add related effects :nonono: To anyone else: that song is NSFW