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I am so confused.
I'm glad you like them though! I'll try to get that fixed as soon as I'm able and anyone who has any ideas please feel free to throw em at me.
So here's my original comment, in the right place now:
Do you suppose we might have the 'extended' features of this mod in a separate mod? I love the sowoboe bugs, they're extremely cute and demand to be petted just by existing and it would make me Very Happy to subsist entirely off of a herd of giant cutes, but the rest of it feels like trying to turn the sowoboe bug into Sowoboe Bug Expansion.
As it is it stands well on its own as a small, powerful addition with a lot of character. We don't need a faction a sowoboe bug variant for every occasion, though if one wants it, subscribing to a 'Sowoboe Bug Expansion' mod is trivial.
I understand if you choose to make it a full 'Sowoboe bug expansion pack' with an entire tier of advancement and factions and events or something, but I personally feel it is much better without.
TL;DR Please, don't weigh down the base mod with features like it's a DLC, add that as a separate module and let us pet enjoy our giant isopods alone if we so choose. :)
And really its not that big an issue to move the next few parts over to an expansions mod.
I may leave in the two primary variants from my original concept, which is the Warwoboe Bugs and the Woolyboe Bugs. However all the rest I can easily see being a part of an expansion mod.
I'll give it a good long consideration beforehand. Maybe I'll figure out how to do a mod options tab and just let folk pick and choose which Sowoboe variants to use even.
Thank you for bringing this up, I have no doubts others will share such concerns.
Expected first few expansions will focus on Warwoboe and Woolyboe Bugs(They will be separate expansions). Shortly thereafter followed by the Sowoboe Ranchers faction. Sowoboe Bug Ranchers Faction will have an additional expansion to it that will change the Ranchers into their own xenotype. :P
OH MY...
PILL BUG XENOTYPE?
melts into a puddle
In all seriousness, I'm glad my suggestions helped in any way. I look forward to having a colony that's mostly made of sowoboe bugs. (How is that supposed to be pronounced, by the way?) And sheesh, a Sowoboe Bug ideaoligion if I can ever afford the expansion too...
bug overload they are cute
Let me know if you need any bugtesting, I can test on Windows 10.
And yes down the line the Sowoboe Ranchers will be immensely dedicated to their Sowoboe Bugs to the point that they incorporate isopod and insect dna into their very beings. It should be grand!
I will also add an Ideology expansion along with their Biotech one that will literally make them Ranchers. Should be fun. :P
I have no clue if that's possible codewise as I've never dipped into Rimworld's code beyond xml.
I don't know WHY it's doing it, but I tracked it down to the defname of your sowoboe bug thingdef.
When it decompresses the map in the save file, it's getting the granite as your bug and trying (and failing) to replace the granite tiles with your bugs, which just makes the granite disappear. It spits out "Tried loading non-compressible thing as compressed thing: ElTwoFour_SowoboeBug " in the player.log file.
If you change the ElTwoFour_SowoboeBug defname under the thingdef to literally anything else, it stops replacing the granite.
This only occurs when adding your mod to an existing save. It could possibly be a weird mod conflict, I didn't bother making an unmodded save to add your mod to. But changing the name seems to fix it. Just changing it to ElTwoFour_Sowoboe fixes it.
If needbe I'd be happy to open up an unmodded test environment to test thingies in. @ElTwoFour, let me know if you need testing of any kind.
Added sowoboe bugs. Poof, no more mountain.
It's such an odd bug. I really don't understand why that name in particular is replacing granite, where every other name I've tried (adding a letter, taking away a letter, etc) doesn't do this.
It would be absolutely hilarious if, instead of failing, it just replaced all the granite on the map with the bugs. That would have been one of those epic bugs that I wouldn't want to fix haha.
edit: Oh, fun fact: If you remove this mod from an existing game, it also deletes all the granite. Renaming it to something else fixes this aspect too. Apparently you just lucked onto a specifically special name that somehow conflicts with granite.