Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Balthazad 'only 10-15min to find a perfect location AND a nice seed?? i wouldn't even dare to dream of finding it that fast, usually i spend 1h+ on that alone' SAME BRO, my friends give me a hard time because of that very thing! Got a good chuckle with your 'you'd get sued' comment.
also, only 10-15min to find a perfect location AND a nice seed?? i wouldn't even dare to dream of finding it that fast, usually i spend 1h+ on that alone; i actually managed to require 4 days to set up everything for one of my colonies - whilst not going to work, only eating & sleeping & setting up that colony. if your spot was really that perfect, just write down the exact seed and the exact coordinates, it will be the same next time, just the other faction bases will be spread different. that's the whole point of the seed/coord system. :D
if this was RL, you'd get sued over false advertisement, since that armor got an incredible movespeed penalty of -1.20
-0.20 is already so slow that i only use it if i have to
melees have movespeeds of 3.0-4.15 pre-bionics (and this armor seems to be meant for pre-bionics), you'd just take away 25-33% of that, can't call that lightweight, it's rather the heaviest non-powerarmor i've seen in 10 years of RW
on the contrary, i personally don't really care anymore, cuz the balance breaking dragons fly out of my modlist next colony :q
A title system is interesting, I'll take a look and see what can be done
My 23 people colony "19 of them have noble blood custom genetic race" Dear Dragon God help me!!
•Added Mountain Zaldrizes and Ebon Zaldrizes from Rimworld of the Dragon to Compatible Dragons list
•Draconic Regeneration now has higher Metabolic Efficiency to better balance its power.
•Noble Blood gene reworked: no longer adds aggression, instead makes pawns incapable of dumb labor (hauling/cleaning).
<xenotypeChances>
<Crows_VelonirRace MayRequire="Ludeon.RimWorld.Biotech">0.8</Crows_VelonirRace>
<Baseliner MayRequire="Ludeon.RimWorld.Biotech">0.2</Baseliner>
</xenotypeChances>
i've removed velonir line with 80% and changed baseliner to 1
If you want the Velonir to spawn more in the world, you should either edit the Velonir chances or go to
Biotech -> Patches -> Faction Patches -> Increase the Velonir chances
<xenotypeChances>
<Baseliner MayRequire="Ludeon.RimWorld.Biotech">1</Baseliner>
</xenotypeChances>
because even using mod xenotype spawn control, spawn chances of velonir race didn't work
they keep spawning and only 20% are my custom xenotype
Newer version of Unity ony accepts DDS textures that are divisible by 4 so it will make possible to optimize tex on your mod using RimPy in the future.
Crow, we understand that you like playing with high quality textures but dont you think it makes your mod not worth to play? I mean it takes 2x memory then "Medieval Overhault".
@Balthazad I use UNAGI's Biotech textures for the ears.
it also reduces my frustration levels to see that not only my heads are offset to the right by a pixel, how about fixing that with a micromod? i could imagine 10 lines of code would do the trick for thousands of ppl :P
and thx for the update, just gonna have to wait then i guess x)
Also the ears aren't my texture, they're base Biotech. I recommend finding a reskin of them, I use UNAGI's stuff because it's just perfect.
i hope u fix that quick, and also the previously mentioned outlines of the ears, which have clothing-outlines atm instead of face/hair-outlines :)
Rest of the mod is fantastic tho.
I cant seem to give them draconic ambrosia, unless I am missing something?
Great mod otherwise :-)
Thankfully this isn't too game breaking, no errors are caused by this. If only the pawn lost the bond, it can be reformed by using the bond ability, even if the dragon already has a dragon bond, though the bond seems to become distant despite both pawn and dragon being on the same map. Idk if it's permanent or not, but this can be overcome by removing the bond from the dragon via the same way you did with the pawn.
If it's the dragon that lost the bond, then you can use the ritual to remove your pawn's bond and then immediately reapply it through the ability.