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See you there! <3
got some tweaks to do before I release the 2.0
I'll post a link here when its up, so stay tuned for sexy furry girls to sent into war ;3
ps. VEF changed their codes so I had to fix mine because of that, so this version won't be getting an update unfortunately =/
I haven't checked on how much I have to do for it to work on 1.6, since I was waiting for other mods to update first. (I like to do my test runs with my full mod loadout =P)
Got some irl stuff to do first, so I don't know how long it'll take. A couple of weeks? =/
I might keep this one as a legacy version and tag it with 1.6, unless the update broke it.
I'll check it once I release the remake. =3
Medieval 2 and "Pikes" add polearm weapons that have anywhere from 2-3m of extra range as a melee weapon.
the others have also males
I might leave this mod as is, and maybe reboot when/if I return to Rimworld.
I can see well enough in my game =P
I could try and add some low-light lamps with say 25% brightness to this mod at some point
I can't share it though, since I don't have permission from Nals. =/
I'm using modified compatible body on my mod list, but I made sure that my fur skins fit the original as well. (my edit just adds more detailed booba. =P)
And I knew why you put that wording, I was just saying that I liked how you phrased it (:
I had some spare time so I rushed the 1.5 update and then rushed a fix for that update. >_<'
But it should be compatible with 1.5.. or at least it's not throwing errors.
I intend to check for bugs and compatibility more thoroughly later, when the rest of my mod list has been updated, and I got the time.
And about the Psychic Mycelium: I basically just copied and re-flavored the Psychic Harmonizer from Royalty and used Vanilla Extended Framework to add the hediff with the gene. =P
Firstly, love your change note of “ errors included.” Sounds almost like my answer to wether my mod is compatible with CE (feel free to use it if you want):
Q: Is this Combat Extended compatible?
A: Uh... sure. There might be "unintented features" (especially as more code is added) that we can't guarentee to fix, but you do you and all
Secondly, would it be fine with you if I make your mod a “soft compatibility”?
Also, I might be back with questions about the behind-the-scenes of Phsycic Mycelium, but I have a few updates planned before that (:
Thanks!
Errors messages fixed and offsets adjusted.
It still throws errors about body scale, but I'll try and fix it later.
Also the offset on some parts are still out of whack, but I'll get to them when I get to them. =P
Thank you for your patience. =3
If someone can confirm whether it still works on 1.5 or not, would be appreciated. =)
I can see the factions on my game, and when raiding, the UwU factions spawn buildings and pawns correctly on my end. =/
When I made the factions I used vanilla factions as a guide, so they should work like vanilla.
If your asking about my face parts, I'd have to remake them. =/
Steam doesn't keep older versions of mods unless forked by someone else.
Facial Animations has gene-based restrictions only to eye colors, but not the textures.
I've left a thread on Facial Animations about this, but Nal's has not done anything about it.
The mod in general or?
If talking about the recent change, I discovered while playing that hauling food and corpses is for some reason tied to the food need, and that disabling the food need from a pawn makes them unable to haul food related items. This was not originally intended, so I fiddled around to find a workaround.
The idea for the Hemogenic Sustenance -gene was to substitute food and sleep needs with a hemogen drain, so that you just drink blood to fulfill that, since vampire bats live on blood alone.
Removing food need caused the pawn to be unable to haul food/corpses and to drink blood bags...=/
I replaced it with a hidden hediff that stops the food need from draining when the carrier has hemogen, but increases hunger rate up to 300% over time when pawn doesn't have any hemogen left.
NOTE!
If you had a pawn with the Hemogenic Sustenance-gene before this minor update, you either need to add the hemogenic sustenance hediff at severity 1 with devtools or character editor; or you need to reset that pawn's xenotype.
I'm sorry for the inconvenience. =(