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- A manhunter losing a squadmate by being killed no longer heals its own Scaria in the process (leading to revenge message spam)
- Properly add scaria to squadmates so their graphics get the nice scaria overlay
- Improve pawn rendering for large pawns. Anything larger than a bear had its graphic cut off
- Fixed an bug that led to more squadmates disappearing per death than intended
Oh that is a funny bug. I'll look into it!
Fixed!
Thank you, I'll take a look!
Found a bug, I could reproduce it in dev quick test.:
1 - Set always replace 20% of raiders with fakes.
2 - Generate a maximum point 'distress call' quest
When trying to land with a gravship in a anomaly's 'distress call' quest map, the rendering breaks and a lot of errors appear.
https://gist.github.com/HugsLibRecordKeeper/92b894b3813df4140e7f28a996ae794f
When entering with a caravan in an anomaly's 'distress call', the game throws some errors, the location despawns and the caravan stays on the world map.
https://gist.github.com/HugsLibRecordKeeper/72925805831f6061d29da352bdeb2084
When I perform surgery to remove a body part, I get fractures with numbers like 29999 or 49999, and the pawn dies.
I'm sorry if my words sound strange—I used a translator because I can't speak English well
Thanks for the report, I'll investigate!
Same here brother, I really want to use it also, but not 1,5 compatible !
Ohhhh noooo, now the itch to play Rimworld just to try this mod out is becoming unbearable.
Alas, I have to wait for ODYSSEY to drop first. Thanks for a potentially brilliant mod, man.
Do you mean this mod, together with the "Compressed Raiders" mod? I'm not sure if it would work, wouldn't recommend it
Since compressed raid is not 'normal generation' can't the two modes be used together?
I've heard it works with CE, yes
My case must have been an interaction with other mods, since it happened in actual play, If it happens again I'll try to pinpoint better which mods might be causing it.
I should not be possible for a raider to be downed at all while it has fake pawns left. That sounds like a bug, I'll investigate.
The name in the mod options is a good shout. I was not sure how to name the mod initially. I'll change that.
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The name in mod options is set as 'multi raiders', the first time I searched for it took a while to find.
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Also, would be nice to be able to use this performance trick with allies and trading caravans
The though of Doom Launcher 5 man team sounds scary.
Normal Rimworld: A raid of 100 pawns is generated. Laggy as shit
This mod: A raid of 20 pawns is generated, with each pawn looking like 5 pawns at once.
Advantage: Less lag. Raids still look big
Disadvantages: Only works if other mods don't modify the default raid spawn mechanics.
Nice, glad to hear
No explicit compatibility. It may work, but I am not certain since I have never played with CE myself
I honestly dislike large 30+ member raids. Yet I dont want to fight a squad of super mans. Sometimes I just want my little two person colony in the middle of no where in the arctic mountains to fight a reasonable recon group. Instead of endless masses that shouldnt even know my location.
Odd, but I did just observe that during testing as well. I'll look into it. It looks wonky, but does seem to correct itself and has no impact on the combat balance at least
But while fighting it corrected itself.
Besides this, the mod worked alright, I really liked this implementation of 'compressing' a raid, thanks
It now works with shambler swarms and manhunter packs. Manhunter still has an issue where the visuals lack the Scaria effect, I'll look into that later. If there are any incidents that I forgot, do let me know. Most use the generators I adjusted, but not all of them
I haven't actually tested Shamblers, so that's a strong "maybe" currently. If they don't work yet, I'll make sure to get them done in the near future