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For peace talks you will be invited to meet a faction at a specified location (usually a castle structure). Once there, you will need to find the faction representitive. Generally, they are in the center of the castle, which requires you to destroy walls sometimes. The representitive is indicated by a wreath icon (green branches). Select your desired ambassador, right click the representitive, and commence the diplomacy role. Results can help or hinder future relations.
Does this actually require Psychically Sensitive trait? Or it requires some Psychic sensitivity threshold? Does Psychically Hypersensitive icrease a chance over Psychically Sensitive?
and I have physicaly sensitive colonist, but it doesn't trigger the osiris event. it's over 200 days currently.
They will only revive fresh bodies. If the body is rotten, it will NOT be revivable. That's understandable as even luciferium would have trouble restoring neural pathways in a rotten brain.
Say someone in your colony died before you get a casket. How will you heal them?
Answer: do NOT bury them in a grave, sarcophagus or anything else. Dump them in a freezer. DO NOT put a grave or a sarcophagus inside said freezer, they ignore ambient temperature and the body inside rots ANYWAY. Leave the bodies in the freezer, unburied, for as long as it takes to get the osiris casket running. If you have cryptosleep caskets, they might work as an unpowered alternative to freezers, but I didn''t dare to test that theory.
And they ONLY heal people from your faction, which is quite odd and immersion-breaking, IMHO. Perhaps some limitation in the Rinworld code? :)
As for the traits required, I made a scenario where psychically hypersensitive is a forced trait. Worked like a charm. :) Got hospitality and medieval times installed too and set the colony near a road for lots of visitors, so everytime a visitor showed up I took my revived colonists (addicted to luci) out of their cryptosleep caskets (where I kept them to not let them die AGAIN due to lack of luci) and paraded them in front of the guests, traded using them, etc... I got the seraphite quest twice :). (though it got bugged for me, so I had to manually spawn the seraphites :( ). I may have rejiggered the Balanced Duplication mod so it would work on seraphites as well :lol:
Stargates are randomly found on abandoned colonies. You have got to have a caravan on the map to trigger those. Suggestion: Get a miner and a plant cutter (and an armed escort and pack muffalos), running a spiral around your base and exploting the natural resources in camp sites (or new colony sites) along the way... this will make the event more likely to happen.
They do. I had a corpse stored in an ancient casket for 5 years before reviving it. If you use freeezer, make sure your animals can't access it, since they can eat a corpse.
Can i remove this mod safely without corrupting my safegame? (I have seraphites and a colonist is 'addicted' / permabuffed by seraphites)