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Amazing mod work!
As an aside Erin's stuff has been updated only to 1.4, can't say if it's compatible and will not add factions.
For future commenters, if you insist on using this mid ( which I recommend as it's an excellent mod!) the vast majority can be turned off which cherry picker.
If you want the races to spawn the other weapons and clothes you will have to manually edit the pawn defs in each race folder and include the apparel and weapon tags for the equipment you want them to be able to spawn with.
The rimworld wiki has the proper tags if you do not know what they are.
The clothes stand out a lot from the vanilla clothes and so far any attempt to disable those clothes results in the races being naked in raids and at character generation.
I will post it in the discussion tab.
As for the aether network, ngl I don't know what it does lol. I know I can connect buildings to it and use the link buildings to do so, but I'm not sure where to read up more on it. They look pretty though so I have everything "connected" -- I kind of assume they instantly share resources between them but haven't the foggiest idea.
Just figured out how to train classes and jobs and really enjoying these mods! Thanks so much for bringing this to life! :D
it is working though so that is something i am happy with :)
uhm... nowhere in their discription does it state a Maximum Range.
for the mortar i can understand but the canon also says nothing on a minimum or maximum range.
as for the mortar... there is nothing saying about a minimum Range. (maximum is the whole map i understand that.
is this simply forgotten? or part of the design? how small/large are their minimum/maximum ranges?? cause if they're kinda worthless at certain distances one can better go for normal turrets and auto canons.
(first time i'm actualy trying them out so i have no idea how they work besides the Link requirement)
thx in advance and sorry if i wasted your time >.<
That's just my suggestion and you can of course disregard it.
I'm using VFE Tribals which does limit colony tech until you've researched all research in an era (I.E need to research all Neolithic research to advance to medieval and so on and so forth) and I'm using Character Editor. I noticed it's still like this when removed.
I do not have any members of any of the ARR races in my colony nor did I start with said scenario. I'll try to get a log for you momentarily though.
i love your mods but HAR is horrible. it causes so much lag and many errors, over 4 months and 2-3 HAR updates i have had to remove over 50 mods directly from HAR creating compatibility issues. and the owner refuses to fix any problems they make and even though the logs given show that the issue is HAR, they refuse to take blame. if you report a bug you are either attacked(bullied), your comment(with the error log) is deleted, or just completely ignored. and this is happening to many others, not just me.
so i refuse to ever use HAR ever again. there is a reason why a lot of people(modders and players) are moving away from HAR and only using xenotypes, they are easier to use/mod and are better and in every way.
so please reconsider making a xenotype version of this, even if it is one mod with everything compiled it in.
I just commented on the Discussions page labeled "Documentation", but I figure I'll send a comment as well just in case Steam doesn't notify you of those posts. The fact that an aetheryte needs to actually be fuelled is somewhat unclear just from the aetheryte's building description, and the Auto Fill button on it lists simply that colonists will fill it with "aether crystals"... which is vague. It took a while before I was able to figure out that it needs to be filled with Crystal Sand specifically, and only the sand itself lists its use on the item tooltip. Would it be possible to add a note about this to the aetheryte's description as well, and to make the tooltip for the Auto Fill button actually say "crystal sand"?
Thank you! Love your work.
Are you using one of the ARR scenarios and/or do you have a member of an ARR race in your colony?
Are you using a mod that limits colony or global technology?
Are you using Cherry Picker or Character Editor and does removing either of those fix it?
Are you getting any errors and/or are you able to provide a HugsLib log?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437216161
Long story short, it was that issue as well as another issue that me and many others, like animal gear, are having problems with that was report to har, but instead of fixing the issues they just made more issues and is attacking anyone, including me, that brings it up and asked for these bugs to be fixed, even if asked nicely and giving the error logs. So i really wanted to cut har out of my mod list because of this, but your mods are too much fun, and it would break my 100+hour save, to remove.
So i guess it is what it is. Thanks for the reply and for your mods, your mods are a need in all my playthrough lol.
Also, if this is in reference to incompatibilities with Better Loading or Faster Game Loading, those mods cause massive problems with many other mods because of how they break assumptions that modders rely on to make their mods work. Otherwise, I suggest actually reporting it to the HAR Discord as we can't fix something that is never reported.
Their mod breaks other mods and they refuse to fix it and are just blaming others for issues that they caused. would something like that be possible please?
its a bug in "Resource Dictionary", it unbinds some defs without "reattaching" them.
Apologies for bothering you, when its clear thats another mods issue.
Anyway, thanks a lot for your continued modding, as i had and am having a lot of fun with the mod (and hoping for Roegadyn somday :D )
(currently im investigating if another mod breaks it)
in my current game im unable to craft any of the racial eq on the standard aether tailoring nor glamour table, BUT i noticed that even the researchable clothing is made ONLY at a linked aetheric tailoring table if i look into the item description.
hope that helps in any way, thanks for your great work
If there is no recipe for those equipments, any chance one could be added?
I'm playing this with medieval overhaul and altered the research defs to lower the aether network, aetheryte, and aether machinery to medieval. However they still won't show up in the researchtab but they are available in god mode. Thanks! :D
I've not tested if this happens in any form on Electric Accumulators.
Easy reproduce:
- Set a Lightning Generator to 200% strength
- Save the game, immediately load
- Lightning Generator will still be consuming the additional aether (48.0/day), but the power output will be 600W as if the setting was 100%.