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My age generation curves should both top out at 100, so I'll need to take that apart to figure out what's going on. Were you running any mods that affect aging or pawn generation?
I didn't notice that the ranged stats were missing from the gun implants. I'll add some stuff to the descriptions. I'm constantly adjusting this stuff, but exposing it will make it easier for people to give feedback. I'll make a separate thread for feedback to keep things flowing smoothly.
In General:
Frag turrets perform similarly to explosive mortars, but with slow projectiles and burstfire. Proton bombs are their spacer tier upgrade.
Incendiary turrets do the same but for incendiary mortars. Plasma cannons are their spacer upgrade.
SAP and Railgun shells deal piercing damage.
Torpedoes deal blunt damage.
The laser weapons deal flame damage, and have a chance to set targets on fire.
Anti-aircraft guns and eye lasers have a very short effective range, and are meant to protect pawn from small melee threats, such as manhunter packs and summoned suicide bombers.
Heavier hulls give better protection in every category, but flame armor increases fastest, and blunt armor the slowest.
Keel armor buffs blunt armor especially well, so you can trade off your own torpedoes for better torpedo resistance, or just ditch both for a chompy robot shark mouth.
No. I have never seen this issue before, but thankfully I may have found the cause. Looking over my captured prisoners, I've noticed a pattern: All of the ones with the title/profession "Blood Shark Admiral" are unusually old. I have captured four, but they are aged 69, 106, 193, and 249; all the other prisoners from shipgirl factions (at least 30 of them) are less than 35 yrs old. So it seems the issue is clearly related to Blood Shark Admirals.
Other minor bugs:
Typo in the experimental engine's name.
Nuclear cola appears to be in the game files, but does not appear at biorefineries despite other colas being available there. Not sure if that's a bug, or just a work-in-progress thing you intentionally hid until it was ready.
Had a very faint transparent square floating over a pawn with space battleship rigging. (I tried removing all other shipgirl modules and clothing/equipment to make sure they weren't the cause.) https://imgur.com/a/qvBuVCG
Edit: Just realized I forgot to add the error logs
Pawn Tick Exception: https://imgur.com/a/UHeGyLd
Hediff Tick Exception: https://imgur.com/a/0CwITm8
EDIT: Something new to note. If said shipgirl gets into combat, they will freeze in place and not move, but also will not aim or attempt to fire. However, enemy shipgirls, at least those firing (HE shells, but I'm not totally sure) seem to function perfectly fine.
I remember those Shark admirals, now. I can fix that when I get back home.
I'm still investigating what it is that causes the disappearing gun turrets for a subset of players. Does the issue occur in a new save without Yayo3, or only in saves that are, or previously had Yayo running?
Nuclear cola should be in-game, but it does require more researches than the others. Check your research tab to make sure you have everything.
One other thing I've noticed. I have the more traits installed, which is set to allow 2-6 traits per pawn. However, I've been noticing ship girls spawn with an extremely high number of traits: 9-11 traits is not uncommon among them. This issue is unique to ship girls; no other faction or race has anything similar happen to them.
-All manual fire modes take an incredibly long time to fire (beyond what is taken by firing them in combat, might be unintentional.
-After combat/when undrafted/when not actively firing, shipgirls will wait for the entirety of an accumulated cooldown to expire, or some similar effect. This leads to shipgirls being effectively broken for minutes on end after battles, but also means that they can spam all equipment at a pace that *probably* isn't intended. The capability to launch a few dozen torpedoes and HE shells every other second is pretty difficult to deal with, to say the least.
-Torpedoes (possibly other weapons) ignore shield belts entirely. Might be an issue with the modded ranged belts I'm using, but this is the first time I've seen something ignore them wholesale.
-No texture for hull refits.
-Triple torpedo launchers are misspelled as Tripple Torpedo Launchers when they're uninstalled.
-Dual slug cannons are named heavy rail cannons when attempting to remove them
-Seconding the mention of excessive traits and its uniqueness to shipgirls, both hatched and generated as NPCs.
-Shipgirls are getting half dozen/dozens of family members during raids/visitor events. Grandaunt/aunt/kin, and I've seen a few instances of creator-type relationships (Forgot the name right now), but pawns that created the girls don't actually receive those right now.
All around, this is a fantastic mod that I've been having a blast with, and I can't wait to see how it develops from here!
Extra Traits: Not a bug, but maybe a balance issue. HAR allows creators to specify how many random traits a race is assigned. Most folks leave this at the human default, but I opted to go big. Plus, many of their backstories can add even more traits. Ship girls are supposed to be quirky, unique, and psychologically unstable, to balance their immense firepower, and inability to receive certain negative traits. Mixing that with other mods that increase traits per pawn would certainly lead to some extreme personalities. (A soldier who can bullet punch through a stone wall seems good, until they decide to demolish the dining hall because you're out of booze.)
Family Relationships: Ships refer to either parent as a "Creator." Gatcha ships do not currently recognize their parents, but it's on the to-do list. Currently they are set to have a lot of sisters, which leads to very wide family trees. I might need to dial that back a bit.
Missing textures: Spacer and Ultra tech hulls do not have textures, yet. Yet.
Spelling/bad copypaste: Thank you everyone for the proofreading. I will get all of these corrected.
Nuclear Cola requirements: I'll add a not to the description listing the requirements. Displaying multiple research requirements might be a royalty-only thing. If that proves correct, I'll have to rethink/redesign some things for Vanilla-only play-throughs.
Crisis Nanosuits and disappearing turrets: I'll download that mod and try to reproduce this bug. Many thanks!
It's long, unwieldy, and relatively prone to the occasional error and proper bug, so I'm not sure how much use it'll be to you. I'll try and keep a look out for any running themes when the weapon CD bug occurs, if nothing else.
Regardless, thank you for the insight on the additional quirks! The only reason I questioned it at all was because of pretty much the exact scenario you laid out: *incredibly* extreme personalities forming in all of my shipgirls. Mostly negative in terms of actual trait impact as well, but that's not exactly a problem on your end and mostly something provided by the handful of trait adding mods I've got installed. It makes much more sense now, so I'll probably ease up on my pruning of quirks with that thought in mind.
And, finally, for the family relationships thing, I'd say it could be dialed back a bit. Mostly because having one pawn get a dozen familial relationships in a single raid that then crush their morale is... rough, to say the least.
If you're running Ship Girls with Extra Traits, you might want to check out a mod called Bad Can Be Good, which lessens the impact of the traditionally negative traits, or gives them minor advantages, to lessen the sting. That might help you get the diverse and interesting personalities you want, without making them reliably homicidal.
Also, the bug affecting cooldowns seems to be impacting Ideology's social position abilities, such as the priest role's convert ability. You can machine gun spam convert attempts with no cooldown, so long as you don't interrupt the priest to do something else, at which point his ability cooldown kicks in. I think this might be a general issue with ability cast stances in PCF, and need to run more tests.
Ultimately, I think the solution is going to be Vanilla Expanded's MVCF.
I'll leave the old PCF implant definitions in place, but tag them as "May Require PCF," so that I can remove PCF from the required dependencies, without breaking saves.
and it only started happening recently.... no idea what changed but all i did (as far as im aware) was update this mod and remove PCF ....
mind if it IS me lacking a rimworld update, then i can likely go get it etc without much hassle, but im reporting this and then heading to bed most likely... so ill try and remeber to update rimworld for this local copy and let you know how it go's after i wake up