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RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
This mod doesnt get developed as im afraid i have little to no interest in AOS/Fantasy warhammer, its a simplifed rip of my 40k orkz, minus the tech stuff and a large chunk of their custom functionality that was added after the inital rip.
Due to previous issues with the author, i do not, nor will i ever make use of or support O21 content in any capacity, as a matter of principle, it is also totally unnecessary as they already have a similar healing ability, including being able to regrow limbs and organs given enough time and food.
As for how `Strong` they are, its difficult to quantify, in 40k tabletop, which is what i use as a guide, your average ork is roughly 33% stronger than the average guardsman, so thats what i aimed for.
@snotlingenjoyer2005
https://gyazo.com/9c114dec57e57f276e7471e0d4a9b5bb
never seen anything about them being the most common, sounds more like your own headcannon to me!, but thats also why you can control it via the mods options
of course, feel free to
@Dilligaf
that sounds most likely to be a conflict between those mods, and Walking Problem's `Advanced Animal Framework`, which is included to power the snotlings and their behavior, though ive never used either of those mods, or this one in a playthrough myself
@ianrmoore
sounds like some sorta confluict, but with what, i have no clue
@Misir88
just tweak the power and cooldown values in the <tools> section of the Choppaz thingdef
@Delta1138
very possible, this mod is effectivly a hacked up version of my 40k orkz mod(most of the functionality is in the Armoury), i probobly just missed a file from the armoury when i was porting it out to this
@Hydromancerx
re the serf mod, as you seem to have summised,.its most likely AAF related issues, ive left a more detailed comment on that mods page
re the research issue, only orkz and grotz can do orkoid research, its HAR functionality and totally intentional
@wazskav
ruddy little gitz!
Craftable Robots will, despite having skill level 20 in construction, only create Awful or Poor furniture - but strangely workbench items are all either Masterwork or Legendary as they should be.
Replace Stuff usually ends up destroying the item before replacing, and things with pawn assignment like beds always get destroyed and lose their assignment.
Over-the-Wall stuff like vents, coolers and wall-lights often destroy the wall underneath and end up floating in mid air.
Not sure what in this mod would cause those effects but it does - pity, I was enjoying the swarms of greenskinz assaulting my base... made so many lovely grotskin coats, traders loved 'em.