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Mods can take several hours to update and recheck depending on the changes the updates made, and I don't have time for these mods anymore.
In any case I'm not touching this mod anymore.
I gave authorization to the new DBZ mod author to use my assets, if you want to keep using these in future Rimworld versions please leave them a word of support.
I considered adding some kind of bionic horn instead, but I think I dropped it because it ended up being too much work for a single item, or something like that.
I'm glad you're liking the mods so far, I made these precisely because I wanted DBZ mods too and there was a bit of a vacuum, and it's always nice to know things you made are being put to use. But then my mod list got a big too big and my time to do these things got reduced a lot, oops :P But I try to add a thing here and there whenever I have a proper window for it.
Right, to be very honest I completely forgot about the Ideology features because then I just got busy playing Ideology itself, lol. Another thing for the update list.
I'm pretty sure Namekians have traders, but maybe something isn't triggering for you? Frieza race culture wouldn't be very trader friendly, in my opinion, that's why I didn't include any.
Depending on what happens, I might look into the pawnmorpher thing later too. I just don't want to go out of my way /right now/ to fix a random thing I don't know anything about, but I'll keep you in mind for the future if I actually need to do some major fix.
Can you add a defined NPC trader for both namekian and frieza's so mods and events that generate traders can spawn them?
When I play i use the name Kelvin, which is the temperature scale used for things at absolute zero or extremely cold. I see that there aren't a lot of cold based names, I keep encountering reso and rezzo's. I mean you could even add Refridgerator to the pool of names and it would help out xD
I tried using the styling station as you mentioned and I ran into no problems.
I made a fresh colony. There's one hair style, as expected - the "jewel" on Frieza heads is their single hairstyle. I was able to change hair and clothes colours without issue.
Maybe it's indeed a mod conflict? Maybe it has to do with a specific ideoligion option? If you have any ideas about which mod or thing could be causing it, feel free to get back to me.
It's quite likely a problem on my end.
I will try to look into it as soon as can.
1.3 changed how hair works, it's been causing issues afaik.
I won't make more, it's too much work for me at this point.
Hello, time for a new version.
IF YOU HAVE ROYALTY, please use Real Faction Guest , otherwise the races will appear as normal pawns in quests!
I won't make it a hard dependency for now, but if I don't find any other way to fix this I'll have to.
The DBZ mods will get mod updates throughout the month.
I still have things to work on, but I figured it's better to upload these and get feedback while I'm actively working on them.
Check the Change Notes for details on this update.
This has been tested for immediate errors with Vanilla and Vanilla+Royalty.
Hasn't been tested in long play. Hasn't been tested with Ideology.
I haven't played Ideology at all yet. Feel free to make suggestions if you want, but please understand I will have no idea of what you're talking about for now.
It's getting worked on though.
I'm not playing Rimworld at the moment and the patch is very new.
If you notice any odd behaviour please report it and I will handle it at a later date.
- Fixed the game not recognizing the HAR2.0 dependency properly when using Mod Manager
- bio-armor color masks are working again
Is it the Steam pop-up telling you that? Something else? This only requires the mod listed and it will work if you have everything.
Whatever you're getting, I assume you can ignore it as long as you have the one required mod. Mind the order too.
Otherwise I'll need you to be a lot more specific about how you're having these issues.
Well, I'll update the description when I find out which mod makes it work...
Not tested in long play, but it probably won't make your game explode, as far as I can tell. Do report any errors.
For 1.1, traveler/civil backstories were swapped to pirate/offworlder, since the former no longer exist in this version.
Added natural tail surgery (both versions).
A know problem for both versions: bio-armour transparency isn't working. It's probably a silly easy fix I'm not getting for whatever reason, but I ran out of patience today and just wanna update the mod already. I'll fix it later.
I kid. I don't remember exactly why I chose just one body type. If it's not due to some technical/item design issue, I could consider adding a couple more bodies types in the future. I'll look into it when I have the time.
@ANGER ATTACK Not really, sorry.