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Otherwise, I would say from a lore perspective it's reasonable to expect different "strains" of vampirism to conflict with each other. That doesn't mean you can't mix them, but there might be complications.
But here's the thing, when I put the vampire in the casket, it jumps out after just one second. What's up with that?
This is just a personal favor, if you make changes or patch for the unaffected mod I mentioned, please do not make exception for Rimjobworld. It is really helpful to have archotech genitals since they have option to unlock/block pregnancy. At least this is good for population control :)
From all that you've mentioned, I think I'm remembering that being intentional I think, it does seem like there is some sort of tag that defines something as an implant. And to me it makes lore sense that vampirism would reject an implant; it would constantly be trying to regenerate based on genetics, so just like it's able to heal bullet wounds, it would be trying to "heal" an implant. I could also see a lore reason to support implants, you could say something about intention, but lore wise I've always liked the ideas that vampires can't have tattoos or piercings generally because their body would always be trying to reject them.
I don't know, what do you think?
- Archotech Regenerator from Archotech+ (continued)
- Rimjobworld
- whole body headiff GeneSeed Growth from Warhammer 40k - Gene Seed
These body parts/mods will be missing with Asc Vamp:
- Doom - Factions (continued)
- Polarisbloc - Core LAB tmp port
- All gene seed organs from Warhammer 40k - Gene Seed
- implant IUD from Biotech official patch
- Integrated Implants
- Nanomachines, Son!
- vanilla Bionic Eye
Which implant was it? Because of how the healing code handles hediffs, I have to manually add exceptions to keep them from being removed. I think I have a few with this case, but from a lore perspective, you could also think of this as the vampiric immune system rejecting the implant.
There's always a chance I'll go in and patch things, but it's not likely. What issue are you having with the bun race?
I'd like to fix these, but at the same time there's a gameplay argument/lore that vampirism "interferes" with other conditions. You could say the vampirism is rejecting the psycast, for example. But yeah, theoretically the source code and VBN file should be in the mod folder, which would be in your workshop folder under the same ID as the mod, 775650249
I'll be doing some further testing to see if it's not just a weird mod conflict on my end.
it would be weird having multiple version of the same thing (also would allow better compatibility and interactions)
You'd use the scenario editor for that, relevant hediffs would be
- [vampirism/ascendant vampirism] (whole body)
- [fresh blood]
Look at how the "crash landing" scenario adds vomiting/sickness to starting colonists, that's how you'd do it.
Similarly I think you should be able to add weapons to raiders the same way, but I've not tried that.
Good luck!
Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyMax found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyRecoveryRate found to give to RimWorld.StatModifier (null stat)
Could not resolve cross-reference: No RimWorld.StatDef named MeditationFocusGain found to give to RimWorld.StatModifier (null stat)
Thank you very much Rhi Bran for the bug report
weird i keep getting this error randomly in game. after 1.4 and biotech update.
i even u se less mod and no error at all.
any idea how to troubleshoot this?
RimMagic blood is harvested from corpses. I think that's why I think I'm okay keeping them separate. But, if anyone has submods, I'm up for including them in the main mod.
If you have suggestions for compatibility adjustments I can make, I'll be glad to hear them--obviously won't make the DLC required but if I can make this work better with new vampires, awesome.
One thing is though, if you look at the upload date I have kept this mod up-to-date for 6 years now; I don't recall ever taking longer than a week or 2 to update to a patch, and lately I've been having updates ready to go before the official releases.
So any updates I do make should really be along the lines of simple modifications to existing features; I don't want to add anything new. Hopefully that makes sense.
or does it treated differently?