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I want the leader of my cult to be able to turn in to a Demon, but not the one included in the mod, i want to design my own one.
The water thing isn't intended, but fuel metabolism does mean that they can only consume things tagged as fuel. From my mods that would be the "android fuel" from Simply Robots.
I'll look into the water issue.
@t34beb
It is cheaper than the Jotun Frame in terms of metabolism though. I guess it could use a small buff though.
Re: "And people breaking their game experience [...]"
If people intentionally break things sure, but I prefer to handle issues where someone might break it unintentionally.
@Victor
Noted. It should be harmless, but I'll hava a look. :)
Could not resolve cross-reference: No Verse.SoundDef named Psycast_Skip_Exit found to give to BigAndSmall.CompProperties_AbilityFleckOnSelf BigAndSmall.CompProperties_AbilityFleckOnSelf (using undefined sound instead)
https://gist.github.com/HugsLibRecordKeeper/63ed8d3a21688ddf20089b7e4c9e402e
And people breaking their game experience with abuse of mods is your problem because? I already touched all the numbers. expecialy those at endless growth are really not impressive in reallity pawn having this gene in best case scenario is similar in size to a jotum. great work by the way with the mod
It is hard-capped to 600%.
Mostly because apparently there are mods that let you "reverse" hediffs, which would be instantly game-breaking otherwise by giving thousands of stats.
Both are 1.5.
the Cap can worked around but my concern was that changing max severity of soul stockpile in settings lets u set it with cheats on above 600% but any time pawn gains any new soul power it gets dropped to 600% and that doesnt seem to look intensional unless its hard capped somewhere else and it is indeed intensional
1.5 or 1.6?
If 1.6 I'd suggest to verify files using steam. I think error is from something trying to use a class from the 1.6 version
Exception drawing Ripley: System.TypeLoadException: Could not resolve type with token 01000016 from typeref (expected class 'BigAndSmall.BSCache' in assembly 'BetterPrerequisites, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
[Ref 5A4879AF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
My patch checks if <nullifyingTraits> exists before adding a new entry for it, I'm guessing whatever mod adds IronBack doesn't which results in an extra copy.
XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.
Field contents: IronBackMasochist.
Whole XML:
<ThoughtDef><defName>SleptOnGround</defName><durationDays>1</durationDays><stackLimit>1</stackLimit><nullifyingPrecepts><li MayRequire="Ludeon.RimWorld.Ideology">RoughLiving_Welcomed</li></nullifyingPrecepts><stages><li><label>slept on ground</label><description>I had to sleep on the ground like an animal.</description><baseMoodEffect>-4</baseMoodEffect></li></stages>
<nullifyingTraits>
<li>BS_Unpretentious</li>
<li>Masochist</li>
</nullifyingTraits>
<nullifyingTraits>
<li>IronBack</li>
<li>Masochist</li>
</nullifyingTraits></ThoughtDef>
In 1.6 the large meals are disabled by default. There isn't really much of a reason for them anymore since I've modified the vanilla meals so that pawns can grab a whole stack if needed to fill the hunger bar.
If they are only grabbing one meal anyway it might be either a bug, or it is a meal from a mod which does not inherit from the vanilla ones and need patches to work correctly.
Nutrient paste meals are max 1 though. Maybe I'll figure out some solution for that in the future.
Running into a problem though, seems like I don't the Large Meals as something I can craft in the game? Also they aren't eating more meals to compensate, just one meal and they wait till they get super hungry to eat the next one. Don't know if it's a bug with this 1.6 update, but that's the branch i'm playing on
I'll make a note to look into the snake tail on children. Might be setup wrong somewhere. 1.5 or 1.6?
@Tathar
Which stack multiplicative with the health from mine, causing outrageously inflated health-pools. :'D
@Ammy
HAR isn't required for any of the B&S Races. B&S is its own race system nowadays. :)
And it should swap them to a body with 4 arms. It isn't visible (arms don't render in rimworld), but if you check their race it should read "4 armed <something>", and it should let you install bionics on the 2 extra arms, etc.
@月吟裔德格
It can indeed. I even tested it during the closed beta.
Problem is. ...it is good. A bit _too_ good. I got raided by Heaven and they zoomed across the map so incredibly fast I could barely regroup my forces at all. Almost like a drop-pod raid.
I'm still not sure how to tackle it tbh.
Maybe with mods (or just dev-mode remoe the hediff).
The condition is basically saying that they have been soul-murdered. They are arguably deader than the undead regardless of how alive (or not) their body might be.
@ParasiticSquid
Big & Small Simple Size Genes is just the size stuff.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328662155
Pilotable not going away sounds like a bug. Does this happen on 1.5 or 1.6? Right now I'm focused on the latter.
That said, Pilotable is certainly abusable if you've got the genes for it. Though, at the same time getting all the genes feels a bit like assembling the Exodia, so being a bit powerful is perhaps not a huge issue?
I'm not sure, tbh. I isn't something I've playtested much. The whole Pilotable thing was more of a crazy idea I had one weekend. That people loved it caught me by surprise.
@t34beb
It was capped at 600% because there is apparently mods that invert hediff progression, and not adding a cap made for instant-god-pawns
I could be persuaded to raise the cap, I guess. But 600% seems like a really high value already?
Please provide a log. I don't see this issue in my own test list.
@gh0stashes
You mean the goron paralysis? I don't have a Banshee wail
The wide-cone paralysis stuns for ~5 seconds in a very wide radius, which, I think is quite potent against a big raid.
The single-target one is like 10 seconds, which is quite long, I think.
Just to be clear, the above is what you're feedbacking on, or does this relate to another mod's ability?
Also, is it possible to make pilotables' trait inheritance ignore gene-forced traits? Right now, you could exploit trait genes by giving positive ones to the pilot and negative ones to the pilotable, since it gives the traits without the metabolism or vice versa.
I think BS_HumanoidwithWings can truly achieve flight in the future. Maybe the attacks of Heaven and Hell will be air strikes.
Yeah, it is safe to add to an active run. :)
Thx in advance
You're using Samuels Flavour Pack.
Keyz added that to the flavour pack to confuse Sam.
@Mask of Humble
A bit random, but generally at least a few days.
@Firelemms22
Night owl makes them upset about being out at day.
@sam1373
Unless there is some unexpected mod interaction It should. The time between 'heals' varies though. Usually a day or two.
@Rat Catcher
Does this happen without other mods involved?
@Ryanisunique107
Yes, the "True Form" genes are a bit like that. The Goliath one especially.
Someone could easily make a Titan Shifter if they made some new art.
@BubblesTehGoldfish
Iirc. that one is just using vanilla mechanics for slave supression rate iirc.
I'll make a note to looking at the potential Dub's Hygiene issue.
Probably some other modder patched those weapons into the pawnkinds. Or something broke. But usually it is because of patch-mods.
@Amko [He/Him]
Metamorph morphs the race under certain circumstances. Retromorph is the same thing, but only triggers on genes with a description like "morphs down". It is basically for creating 'young' stages of xenotypes.
@radm.botalov07
It is in: "1.5\Main\Source\BetterPrerequisites\Genes\Unliving\ReturningSoul.cs" Line 216.