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I'll drop by sometime later with the error message, as I have removed it for now from my load order. Which is a pity, since it sounds like an interesting mod.
It *shouldn't* be a race mod causing it, perhaps if you're using some sort of mod that changes the default stone's def? The patch system i had to make for stone eating is eye-crossingly complex and probably where an issue would come up.
If you want to trouble shoot yourself making a game with no mods besides this one and it's dependencies enabled would be a good place to start. Then add on a few mods at a time until you find the break.
Also /do/ your humans colonists eat the same type of rocks if you're playing a colony without the crytsal?
@the guy who ask many quests Bast_VibrantGelatinousMass45901 and RimWorld.Hive.Tick are not related to my mod. I'll do the wall thing but more crystal types are going to have to wait until i sort all the balance/assets/ideas into their final versions, each line of crystals add a massive amount of editing. Why i removed citrine and smokey quartz for 1.3.
Anyway mod updated, gem biome added (works with alpha/advanced biomes, may conflict with others atm, biomes hard), fixed a bug related to cleavlings and not having a food need & medical care needing a hunger stat.
Lots of other stuff listed in the change log top right of this page.
at RimWorld.Hive.Tick () [0x00014] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.TickList.Tick () [0x0015c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
this is only a section of the issues
Since you seem like you're in pain i'll update in the next few days (with those issues unresolved)
for example, add "abilities"?
enable-disable the automatic generation of small crystals. You can add a different indicator of how many crystals a large crystal can generate, turn off reproduction and release all at once at 1 moment. This way, in principle, you can better manage reproduction, what and where you need to do
it would be more logical if all the factions are absolutely neutral to you, but at the same time you can add a faction that will worship crystals, aborigines, as opposed to the same faction that hunts crystals for their value
Small guys won't dig through there own gems walls, thats how you're suppose to control their movements (i might even make them non draftable). Think i'm going keep it .
and mine the walls instead, not sure i've even tested deconstruct myself
@dchy Hunger only negatively effects spawns by stopping them when the bar gets to low. Creating hot areas (your pawns generate a lot of body heat) speeds up the spawnrates (gives a whole second spawn hediff) and also adds another more powerful layer of regeneration. Think i put this on the "Crystalline entity" tooltip?
Stranger in black joining and giving you access to a techtree (i think you're saying) is something i'll see if i can solve for 1.3 + i'll look into the far wall spawns
A black stranger came to me.
Now I can develop myself through capturing other pawns and crystals.
it will be fun to see the Aborigines worshipping crystals
Is a large crystal capable of creating smaller crystals when consuming certain rocks?
The "be the crystal" faction is more a for fun + race demonstrative than a complex long play race, although there's no reason you can't caravan around indefinitely eating everything. These are foremost a raid enemy at the moment, although im getting ideas on what direction i want to go and it would include building up both what a big crystal can do + adding a more humanlike crystal tribe.
With the huge price of crystals, and a very small life span, it will be very difficult to repel raids
Thanks.
I have custom C# and ingest jobs so they eat direct off the ground (Which i've been using for a few weeks in another mod without your reported issue) but if thats whats broken for you and it's not tossing an error code that gives clear and understandable information then you'd need to go down your modlist testing to see where the break happens so i would know where to even start.