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I'll make a note to look into the snake tail on children. Might be setup wrong somewhere. 1.5 or 1.6?
@Tathar
Which stack multiplicative with the health from mine, causing outrageously inflated health-pools. :'D
@Ammy
HAR isn't required for any of the B&S Races. B&S is its own race system nowadays. :)
And it should swap them to a body with 4 arms. It isn't visible (arms don't render in rimworld), but if you check their race it should read "4 armed <something>", and it should let you install bionics on the 2 extra arms, etc.
@月吟裔德格
It can indeed. I even tested it during the closed beta.
Problem is. ...it is good. A bit _too_ good. I got raided by Heaven and they zoomed across the map so incredibly fast I could barely regroup my forces at all. Almost like a drop-pod raid.
I'm still not sure how to tackle it tbh.
Maybe with mods (or just dev-mode remoe the hediff).
The condition is basically saying that they have been soul-murdered. They are arguably deader than the undead regardless of how alive (or not) their body might be.
@ParasiticSquid
Big & Small Simple Size Genes is just the size stuff.
https://steamcommunity.com/sharedfiles/filedetails/?id=3328662155
Pilotable not going away sounds like a bug. Does this happen on 1.5 or 1.6? Right now I'm focused on the latter.
That said, Pilotable is certainly abusable if you've got the genes for it. Though, at the same time getting all the genes feels a bit like assembling the Exodia, so being a bit powerful is perhaps not a huge issue?
I'm not sure, tbh. I isn't something I've playtested much. The whole Pilotable thing was more of a crazy idea I had one weekend. That people loved it caught me by surprise.
@t34beb
It was capped at 600% because there is apparently mods that invert hediff progression, and not adding a cap made for instant-god-pawns
I could be persuaded to raise the cap, I guess. But 600% seems like a really high value already?
Please provide a log. I don't see this issue in my own test list.
@gh0stashes
You mean the goron paralysis? I don't have a Banshee wail
The wide-cone paralysis stuns for ~5 seconds in a very wide radius, which, I think is quite potent against a big raid.
The single-target one is like 10 seconds, which is quite long, I think.
Just to be clear, the above is what you're feedbacking on, or does this relate to another mod's ability?
Also, is it possible to make pilotables' trait inheritance ignore gene-forced traits? Right now, you could exploit trait genes by giving positive ones to the pilot and negative ones to the pilotable, since it gives the traits without the metabolism or vice versa.
I think BS_HumanoidwithWings can truly achieve flight in the future. Maybe the attacks of Heaven and Hell will be air strikes.
Yeah, it is safe to add to an active run. :)
Thx in advance
You're using Samuels Flavour Pack.
Keyz added that to the flavour pack to confuse Sam.
@Mask of Humble
A bit random, but generally at least a few days.
@Firelemms22
Night owl makes them upset about being out at day.
@sam1373
Unless there is some unexpected mod interaction It should. The time between 'heals' varies though. Usually a day or two.
@Rat Catcher
Does this happen without other mods involved?
@Ryanisunique107
Yes, the "True Form" genes are a bit like that. The Goliath one especially.
Someone could easily make a Titan Shifter if they made some new art.
@BubblesTehGoldfish
Iirc. that one is just using vanilla mechanics for slave supression rate iirc.
I'll make a note to looking at the potential Dub's Hygiene issue.
Probably some other modder patched those weapons into the pawnkinds. Or something broke. But usually it is because of patch-mods.
@Amko [He/Him]
Metamorph morphs the race under certain circumstances. Retromorph is the same thing, but only triggers on genes with a description like "morphs down". It is basically for creating 'young' stages of xenotypes.
@radm.botalov07
It is in: "1.5\Main\Source\BetterPrerequisites\Genes\Unliving\ReturningSoul.cs" Line 216.
Raiders who aren't giants, warcaskets, or anything of that nature.
Raiders who can use these weapons regardless.
Unsure what's causing this, are there any known compat issues with Simple Sidearms, maybe?
Yes. The gigantism gene refers to medical gigantism, e.g. real-life Andre the giant.
A human with gigantism is certainly big, but the giant weapons are more "combat-mech" sized weaponry, or swinging literal trees at foes. :)
@Grazal Thruka
I don't really see HAR or B&S in that log, or any indication it would be at fault, but if you're certain the issue is HAR I'd suggest checking on the main rimworld discord where Erdelf, etc. are frequently active. :)
Seems it was a conflict with Humanoid Alien Races, Logs saved here
https://jpst.it/4fWhG
Make sure you've got latest files etc. (Verify files) I had a look before, but could not replicate the issue on my machine.
If it still doesn't work I'd suggest trying it without mods. If that works, try adding mods back until it breaks.
If you can figure out some combo of mods breaks it, please post the full logs (e.g. via Hug's Log Publisher), and I'll see if it is something I can fix on my end.
@CombineElite19
Might be worth talking to the author of the mod in that case. They might be looking for legs that don't exist, in which case it is probably fairly easy for them to skip adding pant-legs to legless creatures. :)
You are trying to solve the symptom, not the problem.
If the pink square disappeared after undressing then what kind of clothing was it?
Which mod was it from and are you using any other body mods?
Are you using a mod that gives pawns legs?
Are you using visible pants?
There is many reasons for why this might be a thing.
How many mods do you have active?
It took me 4 afternoons to get a 320 mods list to work properly.
The vanilla icons suffer from extreme same-face issues.
Some coloring would also go a long way.
I changed them in my folder and the icon for the Lycan gene
makes for a fantastic icon for the Xenotype.
@Vulkandrache
I preferred that too, but a lot of people think sticking to the vanilla style is what is most important.
@NihilRetnar
Not having a mood is a vanilla feature in Anomaly nowadays, so if they don't support pawns without a mood they presumably get errors with some Anomaly content as well.
@Tathar
It was in briefly, but it was a bit overkill to have a gene just to override the skeletal gene.
@Commander Cookie
I don't handle CE compatibility, I'd suggest checking if someone from the CE team feels like fixing it.
@Bays
Rimworld is a bit prone to random pawn generation issues itself sometimes. I'm not aware of any specific issues related to this mod at the moment. There isn't particularly much I do related to that in general.
Its basicaly the game go-to if something isnt right with the graphics.
You will also see this in for example genes that dont have an icon.
Are they wearing clothes that they shouldnt (be able to)?
Ive seen this with backpacks a few times, the CE one's especialy.