Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm keeping an unmodified fixed backup, though I had to ditch all the scratch attacks from your creatures since I couldn't figure out how to solve those (I think your creatures might be lacking "nail" BP's for the game to assign the attacks to?).
I can send over the files over discord or wherever if you want them?
@THE WIZARD sorry I've been so distracted lmao, I'll send a request
@THE WIZARD Sure! That would be cool, that splash art your mod has is great! :D
Is the issue getting animal people to spawn as visitors, or is the issue not having them go through the 'visitor' route for citizenship?
caste stuff sounds troublesome!! i hope you can finagle it!
@THE WIZARD I could definitely do that, I've always tended to use 'Xfolk' more than 'X man' myself personally!
Other annoying issues I'm running into trying to use the caste method are I don't think I can make the castes select from different name symbols (to make the otters have aquatic themed names for instance), and I can't find any way to make the castes prefer specific jobs (for the mouse civ for instance, it should prefer to give the miner job to a mole, fisherman job to an otter, and expedition leader to a mouse in the starting group)...so many frustrating limitations.
Also really glad people are enjoying my mod so much! :D
Did a quick manual refresh and I'm seeing the additional civs now. Wahoo!
Yeap, I'm on the latest version (unsubbed and resubbed just in case). I'm still not seeing otter, hare, fox, or rat civs in any world gen, though I can see the creatures in arena mode testing.
oh, and also wanted to plead with you: would you consider '___folk' (mousefolk, badgerfolk, etc) over the '___ men' format? absolutely OK if it's too much trouble or not something you want, but i think it'd be really nice to have it worded in a less gendered way.
(also wanted to commend you again for the mod!! the armor spritework is delightful & ive actually completely moved to this mod vs using my old mod LOL. it's really in depth and i love it a lot.)
Also I think I forgot orchards for the mouse men but yeah, they're meant to focus on above ground farming more than underground...the missing domestic creatures is probably a mistake I made somewhere.
Are we currently going to see Civs for all of the animal people mentioned above? I see Badger, mouse, squirrel, and mole, but no other civs. I'm running only Salamandastron and your no vanilla entities mod.
Also, looking at Mouse Men in Fortress Mode, it looks like they're missing access to some domesticated creatures and focus on above-ground crops. Is that intended? Just planning out a large abbey-fort, want to make sure I take all factors into account. ;)
Thanks so much for your hard work, this mod is rad. #IAMTHATIS