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Caravaning to merchant's guild to trade will resulting no goods being generated sometimes.
Without HAR it works just fine. I guess it's something about pawn gen.
You might try to dev trade a few times for it to be recreated.
I can't see anything in their pawnkinds that should make them use weird materials like that. Does this happen without other mods?
There's a weird interaction with the Fire Jotun xenotype and some modded materials used in apparel. Can you take a look at the comments under the mod I initially suspected?:
https://steamcommunity.com/sharedfiles/filedetails/?id=3448458106
Three lines containing:
- <HeraldryColorA>(0.9, 0.8, 0.5)</HeraldryColorA>
- <HeraldryColorA>(0.45, 0.15, 0.15)</HeraldryColorA>
- <HeraldryColorA>(0.15, 0.28, 0.43)</HeraldryColorA>
Oh, I really disabled that. It is ok after enable it. Thanks.
Do you have the def generation enabled? It should be enabled by default, but if it is disabled then the trolls won't get those genes.
@﴾HMCS Québec﴿
I think all my stuff should already be updated to handle it the VE update, unless I forgot to submit the updates to something.
Which mod has these genes?? I did not find it in "gene and more" and "race".
Iirc. that is on the way actually, just not from my end. :)
@TamTroll
It is a bit overdesign (I did it as a test). Basically chances of it appearing change with age. Men always get it eventually (because troll bears look weird otherwise), while women get it sometimes.
@CrocFighter
Pawns can't grab more than one meal from a nutrient paste dispenser at a time. Cooked means don't have this issue.
I might look into some workaround for it later.
Vanilla Expanded Nutrient paste mod permits a module that ejects a stack of nutrient meals. That is a pretty decent workaround as well.
When spawning in a pawn with the gene, or using dev mode to change a pawn's xenotype to have that gene, there's a chance it won't appear at all. I had a custom xenotype with the Troll nose that worked fine, but i updated it recently and when i changed my pawns from the old one to the new one, half of them lost the visible nose on their face.
Is there any logic to this? I also noticed that when trying to start a new game with this xenotype, there was about a 50-50 chance of a pawn having it or not, loading in multiple copies of the same pawn yielding different results, some with the nose and some without.
When i started my game a few months back with just the Big and small genes mod, every pawn i made with the gene had the nose visible on their head. So i'm not sure what's changed here or why.
If the metamorph and its trigger are both inherited then they will indeed activate. If both genes don't get inherited then it is business as usual. :)
That troll dad is getting sterilized btw. Ruined my perfectly good crossbreeding project!
Okay, I will try figure it out, thank you <3
That sounds like another mod might be messing with things. The cold resistance is a very vanilla rimworld feature.
Fairly harmless, but fixed now.
It apparently doesn't like MayRequire Defs with parents. I think it tries to load the parent before checking the MayRequire or something.
I blame Ludeon. :p
@Ωats
Those are different. The one in Genes & More is solely used for the Woman in Blue easter egg event. It is basically a less mean Jotun so that it doesn't screw over players too much due to how she shows up.
@BigGovernment
I don't mind doing more western folk-lore, but I feel like the Goblins/Dwarves/Gnomes, etc. are something other modders have made a number of versions of already.
E.g. DetVisor has dwarves, er, I mean "Stoneborn".
@Lunar Nepneus
Thanks! I'm glad you're enjoying them. ^_^
https://gist.github.com/HugsLibRecordKeeper/d0eef8ed0915cbf8a5226786e40e8b57
The dwarves here are more based on Norse stories while Stoneborn is closer to Tolkien's work. They hit slightly different themes.
For one Dvergr aren't communal nor terribly physically powerful. They are remarkably skilled, and if you have mods that enable it they'll often show up with magical equipment.
Awesome, thank you!
That sounds strange. A dwarf shouldn't be too big for a baby crib. Does it have the gigantism trait or something?
@Mr. Barquise
Yeah, they are automatically generated from all xenotypes except custom ones. You can use a mod like the Xenotype Exporter (iirc. it was called that anyway) which turns custom xenotypes into proper ones.
These now-proper xenotypes can then be used as targets.
If you're using Big & Small Furniture there should be beds more than large enough there.
Sleeping spots can also fit pawns of any size.
@Drogo и тукаллао
The ogres faces are deliberately weird looking. I can imagine with anime heads they are terrifyingly uncanny. :'D
I remember this same error with some other factions from your mods and that you eventually fixed it (demons and angels, etc).
Don't know which other ones were the newly added (I was playing on a save when the mod updated and vanilla expanded brought windows to add them midgame)
log (last lines):
https://gist.github.com/HugsLibRecordKeeper/317d620e504e293a770e297dc451bf8d
If you activate dev-mode and go into the screen where you see their genes there should be a dropdown with a "reset to base xenotype" or somethinglike that.
Pressing that should make them a troll of the new variety. :)
@Loseruser359
Vitalii, same artist as Vanilla Expanded often use. :)
No biggy just an observation.
I don’t use or test with that mod.
I’ve been told they have a discord though, and that my mod had an audience there, so you could probably check with them if that is working as they intended.