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Thanks for permission to use your textures!
@Tinda Hey, glad you're enjoying the mods. Some good ideas there but it would be a huge amount of work, a year or two ago I might have been able to commit to it but I don't have the time these days.
If you want to use some of my textures for your own project though you're free to do so.
I love this little series of mods, and I think it can be taken further.
There is a lot of content in the vanilla game that players like me (us?) who basically only play medieval fantasy themed rimworld, simply miss out on. What if we could fantasy-theme the entire game?
Turn mechs into golems, firearms into wands, spaceships into spelljammers, electricity into arcane power conduits, computers into thinking rune machines, TV:s into scrying orbs. The possibilities are endless; I propose a collaboration!
Are you in?
(Please)
If you're not in, do I have your permission to use some of your textures for this project?
Specifically I'm thinking about the broken-down chemfuel reactor(I think it is?)—and do you have an intact version of that, to retexture the working version that can be built?
If you want, my discount name is same as my steam name :)
Mine however only assumes the texture form when it lands, yet it turns into the proper airship when it takes off, and hacked shuttles from relic quests look as they should in the infographs.
Any clue why I'm seeing wrong texture and how to fix? Like I said, I'd assume this being last would have changed it. I do know this mod is at least partially working because I saw names change in the quests and such.
Also adjusted the scale of certain buildings and items which IMO makes them look a bit better.
Grab the update for the shiny new textures!
During the arrival and takeoff, they turn back into a blimp
and this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2046222331 to replace oribital traders. It's more or less what you're desctibing.
any chance of you making a mod covering the orbitals?
like orbital trader is airship trader. ship part crash(defoliator/psychic) is airship parts etc
trasport crash is parachuter and so on?
I believe the textures expanded mod has a higher res texture for the shuttle aswell so whichever is lower in your mod list would overwrite the other.
@Nin Unfortunately there's not much I can do about it, it seems like the last Rimedieval update re-enabled the relic quest itself and allowed the terminals etc to spawn but still blocks the sub quests.
It appears that the follow up quest is being generated as a null relic which causes the errors.
<saveable Class="QuestPart_SubquestGenerator_RelicHunt">
<inSignalEnable>Quest2.Initiate</inSignalEnable>
<subquestDefs />
<maxActiveSubquests>2</maxActiveSubquests>
<relic>null</relic> <--- This is I believe the error
<questQueue />
<useMapParentThreatPoints>null</useMapParentThreatPoints>
</saveable>
Any ideas?
"[ReGrowth: Core - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/ComplexRoomDef[@Name="UtilityRoom"]/floorTypes/li[text()="Concrete"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=4
[End of stack trace]
"
https://gist.github.com/HugsLibRecordKeeper/ec131d6f610e5e048189c290be8c97a4
https://gist.github.com/HugsLibRecordKeeper/5d6b37753c13b8bef03a84c966dbddb2