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I'm not the best at coding, but I'll think about it.
I won't be updating this mod anymore, go check the 2.0.
See you there! <3
got some tweaks to do before I release the 2.0
I'll post a link here when its up, so stay tuned for sexy furry girls to sent into war ;3
ps. VEF changed their codes so I had to fix mine because of that, so this version won't be getting an update unfortunately =/
I haven't checked on how much I have to do for it to work on 1.6, since I was waiting for other mods to update first. (I like to do my test runs with my full mod loadout =P)
Got some irl stuff to do first, so I don't know how long it'll take. A couple of weeks? =/
I might keep this one as a legacy version and tag it with 1.6, unless the update broke it.
I'll check it once I release the remake. =3
Medieval 2 and "Pikes" add polearm weapons that have anywhere from 2-3m of extra range as a melee weapon.
the others have also males
I might leave this mod as is, and maybe reboot when/if I return to Rimworld.
I can see well enough in my game =P
I could try and add some low-light lamps with say 25% brightness to this mod at some point
I can't share it though, since I don't have permission from Nals. =/
I'm using modified compatible body on my mod list, but I made sure that my fur skins fit the original as well. (my edit just adds more detailed booba. =P)
And I knew why you put that wording, I was just saying that I liked how you phrased it (:
I had some spare time so I rushed the 1.5 update and then rushed a fix for that update. >_<'
But it should be compatible with 1.5.. or at least it's not throwing errors.
I intend to check for bugs and compatibility more thoroughly later, when the rest of my mod list has been updated, and I got the time.
And about the Psychic Mycelium: I basically just copied and re-flavored the Psychic Harmonizer from Royalty and used Vanilla Extended Framework to add the hediff with the gene. =P
Firstly, love your change note of “ errors included.” Sounds almost like my answer to wether my mod is compatible with CE (feel free to use it if you want):
Q: Is this Combat Extended compatible?
A: Uh... sure. There might be "unintented features" (especially as more code is added) that we can't guarentee to fix, but you do you and all
Secondly, would it be fine with you if I make your mod a “soft compatibility”?
Also, I might be back with questions about the behind-the-scenes of Phsycic Mycelium, but I have a few updates planned before that (:
Thanks!
Errors messages fixed and offsets adjusted.
It still throws errors about body scale, but I'll try and fix it later.
Also the offset on some parts are still out of whack, but I'll get to them when I get to them. =P
Thank you for your patience. =3
If someone can confirm whether it still works on 1.5 or not, would be appreciated. =)
I can see the factions on my game, and when raiding, the UwU factions spawn buildings and pawns correctly on my end. =/
When I made the factions I used vanilla factions as a guide, so they should work like vanilla.
If your asking about my face parts, I'd have to remake them. =/
Steam doesn't keep older versions of mods unless forked by someone else.
Facial Animations has gene-based restrictions only to eye colors, but not the textures.
I've left a thread on Facial Animations about this, but Nal's has not done anything about it.