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Thanks man you're a legend!
Can I use your creature graphics for a mod? I'll credit you of course.
1. Can you reproduce the issue with no other mods installed?
2. Is there a specific reason you believe it's this mod's bug?
Unpausing the game causes it to crash immediately at this point, as does trying to look at the creatures description under health. Likewise under health, is says all of them have "vision lost" though I don't know how relevant this is. I am really lost as to how this happened.
The chief economist should do all the manager/broker/bookeeper jobs, and thanks!
@others
Sorry about being slow with updates, dealing with irl stuff right now but I do plan to fix the other outstanding issues.
I can manually queue up the tasks and have them completed with no problem.
--thought I hit the post button, guess not. I found out more - even though I make the order through the clothier's shop, it is showing up in my metalsmith's forge instead. Which is possibly the problem. Hope that helps with fixing the bug.
As much as I like them, I have to admit they're really strong and valuable as a livestock species and might honestly be too valuable. Their behavior is also really obnoxious--they'll constantly leave their pasture to kill vermin in dangerous areas such as caverns, and have to be wrangled by handlers, putting both of them at risk. They also breed *really* quickly which means it's easy to amass their materials, which are pretty strong.
As for other mods and settings, no they are the only race mod and my settings are all default (aside from significantly more volcanoes)
Next time im on to play il try again with them loaded into the centre column again and if it doesn't work il do as you asked and make a new discussion thread.
Assuming thats all ive done wrong then reason i didnt see them the first time i installed the mod would be because after that world gen i didnt check civilisations, just deleted the world because i didnt like where it put all my volcanoes.
I'm not seeing any issues with them spawning consistently - even in small worlds with the medium number of civilizations preset.
Do you have a lot of other race mods installed? The more races are competing for space, the higher you should increase your starting civilization number to compensate.
Are you using any custom map generation settings that reduce the number of Mountains or Cavern layers? Roclets spawn in similar regions to dwarves, so when these spawn regions are reduced, they compete much more with the dwarves.
If these aren't your issues, please start a discussion post so I can get some more info and hopefully fix the issue. Thanks.
I don't currently have plans for domestic creatures for Roclets, although if I have any really good ideas I may add them at some point in the future. The crabby bois just didn't make sense to pop out of the ocean with horses, so I felt like domestic creatures were more necessary.
Are they worse than vanilla war animals at sticking with whoever they are assigned as a work animal? I haven't tested that, but if it's noticeably worse I'll look into it.
There's not much I can do to change the default AI, but there may be some thing that I've missed that messes with their ability to keep up.
Regardless, war emons assigned to squads that go on missions will significantly improve their chances due to world gen combat heavily favoring large Body Size (roclets are basically as small as a playable race can get so would struggle here). Like Giant War Grizzly Bears would be better, but I'm okay with that because emons aren't meant to be perfect at everything.
I haven't done super in depth testing, but from the raws I'd compare emon leather armor to chain mail in coverage and protection, so basically useless against blunt or piercing attacks but good at stopping slashes.
The steel clothes on the other hand are only about as useful as normal cloth clothes because of some hard-coded stuff that makes all materials behave like tissue paper when sewn into shirts, socks, etc.
Simply put the square brackets back on this line (front and back) and it will add the bones back, which lets your (and my) save work again.
Emons are shearable, also I have fixed the errors showing up in the log, but they should not have caused the lag or crashes you reported since they only occurred once at load and were completely resolved automatically. Good luck with your fort and I hope your experience is more stable.
You've got a great point on the errors there. I definitely haven't been as diligent as I could be about checking the error logs when the mod appears to be functional, so I'll try to fix those up.
Sorry about that I just completely forgot to put in the line that points to the image file for that. Should be fixed in 1.2.5, and your save should still work
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
Tile page token not recognized: ROCLET_BODY_CORPSE
[... etc]
You have to use a Tanner's Workshop with the custom spin steel wool reaction to do it because of limitations with the modding tools. It should be automatic if you have a tanner's workshop, but you could try it manually and start a discussion post if it's giving you further issues.
Huh, first thing I can think to check is that you do have 1.2.4 installed, and if so, please comment some more info in the new starving discussion.
They should have access to ballista, but I can't say I've personally tested it.
Also, the Roclet's profession name for a master archer has been Metal Cowards since day 1 :)
For fortress defence, I assume they can still operate balista.