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The Archon that appears in the Tribal stage simply wipes out the entire colony, and many spider-like creatures from another mod do the same.
I have a gameplay question I was hoping you could clarify. When the storyteller triggers a raid from a faction that is filtered out by the mod (due to their high tech level), what happens to that raid event? Is the event simply cancelled, or does the mod/game attempt to "reroll" the raid with a faction that is eligible?
My main concern is that I don't want to inadvertently reduce the overall raid frequency and make the game too easy. I just want to ensure the threats I face are technologically appropriate.
Any insight you could provide would be greatly appreciated. Thanks!
I'm not making any promises about a patch for that, too buy for now, sorry
Also the new trader's guild added in 1.6 appears to not give any damns about your mod's rules. :P
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
"behind" = "enemies x levels behind"
"ahead" = "enemies x levels ahead"
I want so tect level +1 above me attacks me, but all tech levels lower them me still attacks.
If i want that how do i set the settings.
Like this? or is that wrong? https://i.imgur.com/7MIfhhL.png
For the second question, I'm not familiar with Ferisses' mod version, so I can't speak of particular mod differences
I will use the one from GwinnBleidd as it has a descriptive descrption and a changelog.
Whats the differnce between yours and Ferisses?
https://steamproxy.net/sharedfiles/filedetails/?id=3212720579&searchtext=Ignorance+Is+Bliss
For the % option - It takes the % of the completed number of techs to determine your tech level, right?
What happens when a mod adds new techs, or new tech tabs? How do those factor into the equation?
Would those count towards the % too, so we'd need to unlock a ton more stuff to go up a tier? If so, is it just stuff in the standard research tab, or stuff from every tab?
Or is it just a flat % based on the number of techs in vanilla, and unlocking modded stuff makes us progress faster?
Mostly curious so I can judge what an appropriate % to set it to would be
Babashunday
It was from a quest in which a child asked to join but didn't tell what the threat was.
https://gist.github.com/HugsLibRecordKeeper/ce30d321fdc47c79d9dede98e7b9c80a
Then I was attacked by space pirates with a level 10 psycaster wielding a laser cannon, a man that nearly ripped our entire clan apart.
It was in that moment where we realized that it might be best to embrace isolation, and hide away from the strange fleshy warm ones with their fire cannons.