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@Draco I think I made some extreme changes to the mod at some point, so all old saves that use the old version will probably run into more trouble than a rat at a crazy cat lady's house.
Almost bricked one of my old saves because of it.
Whenever someone tried to use one of the machines - even if they weren't even close to being near it- if it was their job the moment their job activated it insta-crashes the game.
Thankfully was able to unbrick the save and figure out what exactly was causing the issue.
after 5 cannibal village i found blueprints
Do you think making the prisoner poles not spawn a town would be possible too? It'd be nice to be able to tie prisoners up and come back for them later without getting Okranites bumbling around to pray to the poor idiot I have captured!
I have noticed some of the processes stop juuuuuuust short of 100%. I've noticed this in Kenshi before with other things but do you know why it happens? Like, I queued up 5 teeth from one jaw piece just now and four come out then it stops at like 99% full. It's a teensy bit inconsistent.
I'll make all the buildings both exterior and interior and see how that works.
I do wonder if making at least some of the other cannibal-specific things buildable inside buildings would make sense- particularly storage and the crafting baskets. Maybe not things like the cooking pit as it's visually so outdoorsy, although it would be nice to have the option to conduct the cooking process in the safety and comfort of a building (and go some way towards muffling the screaming...). Up to you, sorry, I'm probably being annoying by this stage! :D
Do you think it would be possible to make the prisoner poles placeable inside buildings as well as outside? :)
Maybe things are different now or then it depends on the situation. I think rendering the area again should work because I think that's how other bodies disappear in the game.
Do I need to refresh the cell by going away and coming back to remove the bodies? I dismantle it and then they just float there uninteractably at the moment (still testing it out before I embark upon a proper playthrough).
Another way is to remove the person from the pot right before the action is finished, but then I don't think you will get the final product from the process.
Very happy with the changes to the mod since the last time I played other than that (very) minor annoyance, great work!
With this mod, there will likely be a lot more bugged out corpses on the cooking pits since they don't disappear but pile up.
If the point is cleaning corpse polution then cannibalism is not inmoral!
It's likely going to be a relatively rare spawn, but I'll try to give them some dialogue that will at least point them out from the wilderness or crowds.
Then again, as I was play testing them, I saw one of my cannibals heroically defend himself for so long, that I was pretty upset when I lost that cannibal amongst the other Meat Hunters.
I think a good way would be to be able to name them after you have recruited them, so that would mean a cannibal plastic surgeon.
On an unrelated note, I loaded up my cannibal gameplay and forgot to turn on my mods, so the cannibals reverted back to greenlanders. They still had the same facial features and the female cannibal faces looked exactly like one of my ex's :D
Put a person into the cooking pit
-> Wait until their limbs fall off and a bodyparts object is extracted.
->> Craft the bodypart object into skin, jaws, or just meat. You should get 5 out of one.
->>> Use these different parts to craft what you need.
-> Use the camp fire to cook the severed limbs of humans or cannibals and turn them into food.