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CE patches are available on the CE mod page. If it's not there, the answer is no.
Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
Sarg the wandering shambler hordes are tiny (10 shamblers) yet on huge maps wandering around. Anyway to make them gain strength as they multiply in number or even go hostile to the player asap. Thanks.
Silo dark. Flare make light.
Also, is it possible to make ancient weapons repairable? Or just have an option for weapon stockpiles to drop regular equivalents in their place? Otherwise the micromanagement of juggling deteriorating weapons just makes them not worth it
You could also use Eccentric Flares. Can wear them on your pawn's legs so they don't take up other slots and set them to be auto dropped in dark areas. It's pretty hard without them, the vaults are VERY dark- though yeah it does make sense why lol
Could also use the disruptor flares but they're main weapon slot I think
No, im with you. Im sorry, this mod is interesting, but i legitimatly cannot see a god damn thing. For the sake of simple accessability, for those of us with different eyes than yours, please let us adjust the default level of darkness.
Im not saying i dont understand why its dark, but it is genuinley activley working against the quality of this mod for at least me.
2. The Silo launch quest spawns too often. I have over 15+ silo sites around my map. had to use dev mod to manually remove.
3. I can't see the info of insignia. And it seems it doesn't have any effects, Popping error logs in debug mod. it might be other mod's issue (I don't know, but it matter not)
just please make a audjustable ocnfiguration of 1,2
It should dissapear faster than spawning.
Start the quest and the first bunker generates fine, everything's good.Raid it, loot it, (I highly recommend eccentric extras: flares for lighting btw) then trigger the next silo quest with the intel desk-
...Aaand the site doesn't generate. Autocomplete it with devmode, spawn the next, same bug. Then start the ICBM site quest and it doesn't spawn. I read that it's incompatible with Layered Wall Destruction and Ancient Urban Ruins before, so they were already gone from my modlist. Man I just wanna beat the General and settle in an underground bunker to scratch that VFE- Ancients itch :(
@onikage I did think that getting a gravship would make this significantly easier, but after doing a ship nomad i was deliberatly not using one in this scenario. I think this mod would mesh with a grav ship very well, though.
@rb47798 The 25% tidbit is one i didnt know about. That is absoultely a valid approach, i think. As for the pits, they seem to spawn shamblers in unrevealed map, which was my issue - if i take too long, the situation gets out of control.
Thank you for the tips, guys.
I usually send in a squad of unawakened androids with shotguns and trooper armor, or turn them into Warcaskets with warcasket shotguns and flamers.
What is the intended method of dealing with colonist needs while doing these maps? Like, whats the design approach here? Food, sure, my colonists carry a couple meals into the bunker, but sleep, recreation, beauty - i showed up on map, cleared the surface, entered the bunker and cleared maybe three rooms before two of my colonists were in extreme break range.
Other than excessive micro management of pulling colonists out of the bunker to sleep, eat, set up a throwing hoop, put down some furniture and so on and so forth, how are we expected to clear any of these bunkers without setting up a colony outside each bunker?
Especially since these things are effectivley on a timer, since i opened a door and like 20 shamblers spewed out because there was a 'death pit' that had been ticking the entire time inside the room.
Im not saying this as a point of criticism, im genuinley asking for tips.
1.The <ThingCategory> tag is missing from <Generalshat>.
2.It also seems that it doesn’t have <MaxHitPoints>, but in the UI (e.g. RPG Style Inventory), it appears as if it has very low HP remaining. (I’m not sure, but maybe in vanilla it is possible to see such gauge bars… The thing is, other apparels without <MaxHitPoints>, such as Albert’s apparel from VQE-Generator, don’t show this UI issue.)
3.(Suggestion) To unify the mod settings, it might be nice if you also remove <MaxHitPoints> from <Militaryjacket>.
I removed it via XML as well, and tested the first patch with an XML edit.
Thanks for the great mod, and I’m looking forward to the next update!
Wait really? Was that just a one off unlucky or do they all get that? If all get that im going to cherry picker it out. i have been seeing an uptick in moders abusing unwavering loyal for their extremely over powered pawn just so it's hard for you to ally this really hard to even down godling. hell even in base game i'm seeing 3 unwavering for every 5 pawn I capture.
I can enslave her but that's about it.
Out of curiosity, are you looking for more writers? This is one hell of a display of talent!