RimWorld

RimWorld

Ancient Amulets (Continued)
10 Comments
Zaljerem  [author] Apr 7, 2023 @ 11:57am 
Updated: Now supports "De-generalized work".
- BusterZlista - Apr 7, 2023 @ 10:32am 
nice, well i guess that will be all from me. see you
Zaljerem  [author] Apr 7, 2023 @ 10:23am 
I was not aware of that mod, thanks! I mostly work from vanilla and then see what people suggest, so thanks for the suggestion also! I'll work on an update.
- BusterZlista - Apr 7, 2023 @ 9:57am 
yeah, on the workshop there's a mod called de-generalized work that adds back in these old stats for you to use, i think that you already know about this yes, but no you don't have to just for me, was just making a remark on those stats you blanked out and on how you could make it better
Zaljerem  [author] Apr 7, 2023 @ 9:52am 
Those are blanked out because they are old vanilla stats that no longer exist (this is an updated version of a very old mod). If you have mods that use those stats, or stats you'd like added, sure, I can do that.
- BusterZlista - Apr 7, 2023 @ 9:44am 
hey, you can do MayRequire="mod_id_here" next to the stat increases you've blanked out like this to make it so that it would only activate if you have that mod, like this for example

<SculptingSpeed MayRequire="alias.degeneralizework"></SculptingSpeed>
Hamacelos Apr 2, 2023 @ 8:16am 
any chance you could do a version of the tribal jewelry mod too?
Zaljerem  [author] Apr 2, 2023 @ 5:34am 
They are on a custom "Accessories" layer, modeled after the "Jewelry" mod. I don't know about CE; I don't use it and don't plan to. I'll post some stats and examples soon.
PremierVader Apr 2, 2023 @ 4:58am 
Hey would be nice to see some stats and examples before getting this mod. Also will it work with CE? Which slot/layer will they be on?