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https://steamproxy.net/sharedfiles/filedetails/?id=2019297016
thank for the tip.
If creator have time to evolve his mod it could be good to change the research tree to a basic of research and change the electricity fonctionnality to a fuel system ie: with kibble
Unless you care to get cheaty, that is. I turned off Medival Vanilla, and the tech for the NP Comms as expected showed up at the end of the tech tree. I Godmode learned it and built the cage, messaging desk, and a few beacons. Then I saved, went back into my mod list list, turned MV back on, and logged back into the game. The required research is now gone from the game again, but the items I cheat-spawned stayed.
I had the game paused the whole time I had MV turned off, if that makes a difference. I don't know yet if any rival factions might have picked up Industrial and beyond tech as a result of my actions, but I have a feeling that the answer is not.
- added kibble to postbird cage fuel list
- had to remove the fertilized eggs exceptions (since the xml feature seems to be removed for the fuel filter) so keep an eye on your eggs XD
(currently takes the whole food raw category and hay+kibble, wanted to spare myself the pain to add each item seperatly and the mod incompatibilities ;/)
Just search for [sd] nopower comms console UPDATED :)
Have a happy new Year!
"Please plug in the bird to your new rustic Birdmail communication device."
*Attaches plug to the bird*
*Bird turns on*
*Slot opens*
*Inserts popcorn*
*The bird enters jump drive into the selected spaceship to transmit to.*
*Bird relays to the nearest faction*
*The message is recived via quill and ink*
*They write back*
*Bird instantaniously teleports home*
*Re-reads instructions*
"Your new RUSTIC Birdmail communication device"
*Looks at the bird*
*Grabs the nearest anti-hallucination pills and proceeds to consume them all*
*Lmao when I finished writing this is thought of the possibilities of what it'd do*
- added a recipe to "craft" crystals at stonecutter table for the case you have bad luck with traders
the recipe is 25 steel, 50 silver, 10 gold at the moment, same workamount like components (uses a unfinished item so colonists can work on it over multiple days), restricted to crafting skill 10 or higher.it's intended as a bit of a fall back option (exotic traders can still have crystals).
as for the ressouce amounts not sure if it is way to low, but i had always less ressouces in medieval runs then normal so thats why its not 1k ressouces. it depends a lot on the mods you are using and how easy/hard they make it to get money/ressouces.
Supposedly the problem doesn't go away if you somehow remove the faction from that save either.
Faction mods currently working for me:
1) Rimsenal Feral
2) Medieval Times
3) Glittertech
4) Call of Cthulhu - Cosmic Horrors (can't call them, but why would you want to?!)
Rimworld Medieval Edition was the mod I removed that seemed to get things working again. It was causing other issues as well.
there is a bit of one isse with the comms console in general. since a16 fractions are required to have a leader decleared in there xml files, this wasn't the case before. if you using a fraction mod, that is missing that you can't use/get an error with the comms console. can't remember excatly, just read about it on the forums. so this might be the case.
either way, you might want to test the vanilla comms console. my mod uses the same buildingclass (basiclly like a blueprint for building determening ther properties in a way). so if the vanilla comms has the same issue, you have a general bug with comms. if it's only the mod's comms table and the vanilla version works fine, then my mod has a problem somehow.
Depends, is it a African or European or Space swallow?
This will break save games!
If you want to use a previous Rimworld alpha and saves were you used this mod, please check the forum topic for download links and install the older version manually.
changes:
- updated to a16, added mass
- some filestructure changes
the research is moved to the end of the vanilla tree (x row 16). i know the tree is a big mess with mods, so i hope this prevents that a bit. but you can never be sure and can only hope tynan fixes this soon.