Factions!
Add new faction for your game!
(http://i.imgur.com/tq7uodr.png) (http://www.mediafire.com/download/tiuxuuu7u198wcm/Pirates!.zip)
(http://i.imgur.com/WHDBea7.png)
Yarr harr! ready yerselves ye scurvy land lub.. non scurvy landlubbers! Davy jone's locker waits yeerrr*gakh* *gark* *wheeze*
The magnificent weapon textures by none other than SuperCaffeineDude (http://ludeon.com/forums/index.php?action=profile;u=34138)!
(http://i.imgur.com/n3Dfb5Q.png) (http://www.mediafire.com/download/211qwuawn4tp3bj/Norbals.zip)
(http://i.imgur.com/LUPKr85.png)
Vikings, they're tougher than normal human beings and thrive in colder climates
really, really hate heat.
~The Factions below not yet compatible with Alpha 12d~-Not Available for Current Alpha, Apologieeees!-
(http://i.imgur.com/fSBoklx.png) (http://www.mediafire.com/download/z1hyof3737xdw9g/PreTranscended.zip)
(http://i.imgur.com/Qp6axC4.png)
The pre transcendents are very, very futuristic and mostly unfriendly
Comes with robotic companion friends!
*Having Apparello active is very much recommended(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
http://creativecommons.org/licenses/by-nc-sa/4.0/(http://i.imgur.com/qhvODGh.gif) (https://ludeon.com/forums/index.php?topic=9015.msg89082#msg89082)
Poke the fish for all my other mods
Nice! I might add this into the modpack at some point if you dont mind. Gonna have to wait cause i am starting the research tree atm though.
Oh Man, to manny Tv :D
Great :D
Wow! These look awesome!
*starts fanning Shinzy* Jeez Tynan could you at least try not to shock people like this.
People can't handle your praise it's too powerful you got to ease them into it.
Dat rhino! Cool stuff. One don't see many faction mods these days.
Quote from: Shinzy on November 30, 2014, 04:07:17 PM
Quote from: Tynan on November 30, 2014, 04:01:18 PM
Wow! These look awesome!
*faints*
*Wakes up to hear that the Vikings were added to the game*
*faints again*
Could you do like a pack of fractions?
Quote from: SaymonCZ on December 02, 2014, 10:29:29 AM
Could you do like a pack of fractions?
I can do more factions but I'll keep them separate so you can pick and choose =P
(I've been wanting to do factions since alpha 6 when I started to rack up fair amount of hats and clothing for Apparello And I've actually been doing a mechanoid faction about as long aswell -> very slooowly)
(http://i.imgur.com/ncV4QM5.png)
Teeeaaseeerrs! bam!
But yes I definately wanan do more factions, just need their own unique apparel for each so,
among all the other stuff I want to dooo I can't promise anything would be coming up anytime soon! ;D
Military faction?
Like NCR from Fallout New Vegas or a scrap heap faction that use junk as armour and weapons.
More faction is love, more faction is life xD Thanks Shinzy ^^
Would a Roman style faction where all peons have similar style traits and abilities to eachother be reasonable? Or can you not set a range for the traits they get and so on?
Quote from: shadowstreaker on December 03, 2014, 12:26:40 PM
Would a Roman style faction where all peons have similar style traits and abilities to eachother be reasonable? Or can you not set a range for the traits they get and so on?
I'm fairly sure I can only change them between 'tribal', 'raider' or 'civil' and
it would change it for everypawny inside that faction
(I'm not really able to do anything more than the xml allow without having to learn something new and devote some time to it =P)
can only change the apparel/hair they like to wear
and some of the racial stats
Call Dovachin! It is time to change time and graphics because that is just awesome! D, come here fast!
Wild update appears!
They're more resistant to cold climates and can't deal with heat too well
Still haven't had time to extensively test them out =P
(p.s. to anyone who cares! I looooooove the new way how clothing gets assigned for pawns)
Edit: Had a visit by "Olaf TRIBALWORDB"? =P I did
The shameful dispray has been fixed!
awesome, vikings :)
Maybe next you can make some faction that thrives on heat and shun cold.
And that are easily startled but come back in greater numbers...
this is awesome, now i can play out my long wondered thought of...
What would win, miniguns or vikings....
O.O vikings with miniguns.... i must capture one and make it happen.
awesome, vikings :)
Maybe next you can make some faction that thrives on heat and shun cold.
And that are easily startled but come back in greater numbers...
[/quote]
NOT THE TUSKENS!!!
[attachment deleted due to age]
Just wanted to say I really enjoy this mod and had a few stories to share.
Firstly, I frequently get friendly viking visitors which is cool, except they dont like other groups very much :] which has led to a lot of free stuff for me after the vikings clean up
Second I underestimated the viking's skill with their weapons... I had a skirmish with a raid of vikings and one of my guys took 2 melee "hits" from a viking with an axe. i checked his wounds after the battle "left hand cut off" "ear cut off" I am now very afraid of letting them get into melee range :/
Quote from: kenobi87 on December 19, 2014, 02:10:31 AM
Just wanted to say I really enjoy this mod and had a few stories to share.
Firstly, I frequently get friendly viking visitors which is cool, except they dont like other groups very much :] which has led to a lot of free stuff for me after the vikings clean up
Second I underestimated the viking's skill with their weapons... I had a skirmish with a raid of vikings and one of my guys took 2 melee "hits" from a viking with an axe. i checked his wounds after the battle "left hand cut off" "ear cut off" I am now very afraid of letting them get into melee range :/
Youuu don't mess with them vikings! ;D My own experience with them friendly viking visitors is limited to them packing up in my freezer room (I live in a desert) I'm pretty sure they're solely visiting my base for it's freezer =P
See, when they do that you turn the temp way down and get Vikingcicles. I do this on my Ice Sheet map and i get soo much stuff from stupid npc's letting me kill them without triggering hostilities.
I got few issues with this mod.
1.Norbal Crossbows, are really, really overpowered. In my opinion =)
And second - when you capture and recruit one of the glorious bearded vikings, and have him as one of your colonists - if you double click him, only norbals will be selected, whether hostile or not, and if you double click one of your other colonists, norbals will not be selected.
Aside from that - awesome. It was hard for me to feel something to regular tribes in the game. And norbals are really adding to the stroy experience.
Quote from: Arrean on December 19, 2014, 01:09:44 PM
I got few issues with this mod.
1.Norbal Crossbows, are really, really overpowered. In my opinion =)
And second - when you capture and recruit one of the glorious bearded vikings, and have him as one of your colonists - if you double click him, only norbals will be selected, whether hostile or not, and if you double click one of your other colonists, norbals will not be selected.
Aside from that - awesome. It was hard for me to feel something to regular tribes in the game. And norbals are really adding to the stroy experience.
Oh that would be just cause of how the selection thing works the norbals are their own race and double clicking selects only things of same type (Just like with all the items!) So I'm afraid I can't really do anything about that
I'll see if I make the crossbows spawn with the leaders only so the base archers would go with the bows (then you won't atleast get overwhelmed by heavy hitting long range weaponry) or do you find them op in your own use aswell? I mite have to down the damage then! =P can do that aswell
And thaanks arry! I really haven't had the time to test any sort of balance with these guys (I've just barely made it to second year on my own playthrough)
Well. On selection issues - that's unfortunate, thought it is just a minor mistake, cause, you know when tribes people, or raiders join you still can multiselect them.
I believe it has something to do with modified cold resistance?
Maybe we should call Lord Tynan, and ask if it is possible to wrap all humans into one class, and get an modifiable/addable inherited classes for sub-races, that would have been cool.
On scorpios - yeah they are pretty op all around, my norbal with shooting skill of 3 just singlehandedly absolutely destroyed mechanoid raid, it is a matter of luck, but if it hits right body part it instagibs everything.
Quote from: Arrean on December 19, 2014, 03:24:18 PM
On scorpios - yeah they are pretty op all around, my norbal with shooting skill of 3 just singlehandedly absolutely destroyed mechanoid raid, it is a matter of luck, but if it hits right body part it instagibs everything.
note to self, capture enough scorpion crossbows for my entire colony.
Oh, good, no horned helms. You are undead to me.
Quote from: Evelyn on December 20, 2014, 01:36:55 AM
Oh, good, no horned helms. You are undead to me.
Yay! the leaders still have small horns on their very ornate leather caps but I hope that's enough for staying undead! ;D
thank you
I found some stuff that I hope can be fixed:
1. The Tabs that show you Health, Thoughts etc. are completely differently organized, noticed that when I had a Norbal prisoner and for a second there I really thought you couldn't even recruit them because the Prisoner tab was not on the right it was on the second from the left
2. The same prisoner had the "naked" mood because he was naked? but he wore the boots and loincloth. I think this is because the loincloth is actually the wrong layer of clothing or something like that.
3. The Crossbow is so freaking powerfull with 40 damage i think its unreal with that much damage it should cost and sell for alot more I think, your idea for the chiefs having them sounds good.
4. The weird fact that they are their own race was mentioned already.
Oh and can you tell me how I change them back so they like heat/cold the same as other colonists because playing even in temperate zones makes them really annoying to have which makes them basically a money source for slave traders only its like the whole race has a permanent "pessimist" trait I really dislike that about them. Personal preferences I guess.
Quote from: Kenkimaru on December 20, 2014, 05:32:03 PM
I found some stuff that I hope can be fixed:
1. The Tabs that show you Health, Thoughts etc. are completely differently organized, noticed that when I had a Norbal prisoner and for a second there I really thought you couldn't even recruit them because the Prisoner tab was not on the right it was on the second from the left
2. The same prisoner had the "naked" mood because he was naked? but he wore the boots and loincloth. I think this is because the loincloth is actually the wrong layer of clothing or something like that.
3. The Crossbow is so freaking powerfull with 40 damage i think its unreal with that much damage it should cost and sell for alot more I think, your idea for the chiefs having them sounds good.
4. The weird fact that they are their own race was mentioned already.
Oh and can you tell me how I change them back so they like heat/cold the same as other colonists because playing even in temperate zones makes them really annoying to have which makes them basically a money source for slave traders only its like the whole race has a permanent "pessimist" trait I really dislike that about them. Personal preferences I guess.
some of the norbals (the thralls and karls) won't spawn with adequate clothing, they're sort of servants so
But you can actually drop clothing in the jail now, naked pawns should automatically wear them then on their own
Anyhow they're naked cause as far as I'm aware they'd need clothing that cover both the chest and legs
so if you'd toss them a t shirt they should be allright
and aye! I'll be tuning down the damage a bit too on the crossbows
I know how you feel =P I'm playing on a desert myself, they've got racial heatstroke passive debuff at all times =P
the easiest way to change their preferred climate thingies you'll need to open the xml file (notepad works)
in ->
Norbals/Defs/ThingDefs/Norbals.xmlthen find the bit
<ComfyTemperatureMin>-5</ComfyTemperatureMin>
<ComfyTemperatureMax>15</ComfyTemperatureMax>
and change the values to 12 and 32 <- those are the default human ones
or just bump the max comfy temp to whatever your zone's average temperature is
And for the 4! they're their own race because I wanted them to have bit more health and they're slightly stronger in melee than base human and ofcourse able to survive better in colder climates so imma not gna do anything about this one! =P *poke*
you'll have to deal with their weirdness!
ha!
wow. looks good.
Thinking of installing this one just for those schmexy hats hehe :)
Um I got a girl with a beard...
[attachment deleted due to age]
Quote from: Dragoon on January 02, 2015, 03:54:49 AM
Um I got a girl with a beard...
Sole survivor, gatherer
Survived the industrial accident in the Y-chromosome factory
and has been gathering facial hair ever since =P
You're well on your way to have your first Rimworldian carnivále!
The pawns sometime (very rarely) ignore the gender tags the hair have
I too have a bearded human, which is also really weird =P cause the beards should
only be able to grow on Norbals
(http://i.imgur.com/EGRbdBN.png)
But there you go! it's normal =P
Quote from: Dragoon on January 02, 2015, 03:54:49 AM
Um I got a girl with a beard...
She's got a beard and she's flirtatious... I don't even know where to start on that one...
Edit: She's optimistic about it to!
Probably a tall dwarf.
Maaaaaybe:
(http://www0.xup.to/exec/ximg.php?fid=21051561)
Quote from: Laterne on January 02, 2015, 12:15:44 PM
Maaaaaybe:
(http://www0.xup.to/exec/ximg.php?fid=21051561)
MY EYES THEY BURN!! (lol)
Updated! added a berserker (they'll use the apparello animal hats if that mod is enabled)
also all the norbals will be wielding some of the weapons they wouldn't before cause they had wrong tech level ::)
nerfed the Crossbow damage and only the leaders will have them
and upped most the melee weapon damages a bit
that is all!
Oh! Wild conchita wursts may still appear in your game, I'm sorry (not really) but nothing can be done about that!
Having a lot of fun with the inclusion of Norbals. I am running into a possibly major issue though, in that the crematorium doesn't seem to recognize Norbal corpses for disposal. My kill zone is currently littered with the skeletons of a large Norbal raid and it's destroying my colony's morale. XD
I'm going to start building graves now and hope they work, but having the crematorium working for be fantastic.
Quote from: naengmyeon on January 15, 2015, 02:50:08 PM
Having a lot of fun with the inclusion of Norbals. I am running into a possibly major issue though, in that the crematorium doesn't seem to recognize Norbal corpses for disposal. My kill zone is currently littered with the skeletons of a large Norbal raid and it's destroying my colony's morale. XD
I'm going to start building graves now and hope they work, but having the crematorium working for be fantastic.
Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically
human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses
Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D
... If a human eats a Norbal, do they suffer from the cannibalism thought?
I have had that exact issue in that they do suffer canabilism if eating norbals
Quote from: Shinzy on January 15, 2015, 04:08:08 PM
Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses
Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D
Oh! It never occurred to me to check there. Thank you!
And don't worry about the clean up crew. There will be muffalo steaks and potatoes for all tonight! :D
Quote from: Evelyn on January 15, 2015, 05:26:26 PM
... If a human eats a Norbal, do they suffer from the cannibalism thought?
Yes ofcourse! they're still humanoid =P
Muffalo steaks and potatoes are so much better, like someone's having
Quote from: naengmyeon on January 15, 2015, 05:58:05 PM
Quote from: Shinzy on January 15, 2015, 04:08:08 PM
Oooh! there should be option in the crematorium! the vanilla cremation recipe only allows specifically human corpses by default (I believe this is cause it was simplest way to have all the animals not being cremated by default instead of bein butchered =P)
you have to configure the bill manually to accept norbal corpses
Prepare some lavish meals ready for the brave cremation crew who has to deal with the skeletons =P I think they'll deserve it ;D
Oh! It never occurred to me to check there. Thank you!
And don't worry about the clean up crew. There will be muffalo steaks and potatoes for all tonight! :D
If the graveyard of un-buried corpses is too large(as in possible to cause mental breaks), you can always use the tried and proven methods of fire(ah, those days before the crematorium, when we'd just stack corpses as a doormat for any raider, be swamped in graves and/or had wildfires of flesh from time to time), now with a long range option(incendiary mortar) so you don't even need to see the corpses.
Great faction mod and as always, great textures Shinzy.
The norbs are back! they have couple new classes like the sages and more importantly whole new level of nordic naming theme
they get some swedishish and finnishish names -> note the ish, all the names are generated of two parts so most of the time
they only sound like a real fin/swe name (can still generate real names aswell obviously!)
oh and the melee guys can spawn with their own norbsonal shield, it's like personal shield but it breaks on drop
and I wanted to give them some beef as they're really melee heavy guys and they'd get killed off too easy
but mostly they're the same old!
(http://i.imgur.com/tlT1cEo.jpg)
Quote from: Shinzy on February 27, 2015, 10:08:08 AM
The norbs are back! they have couple new classes like the sages and more importantly whole new level of nordic naming theme
they get some swedishish and finnishish names -> note the ish, all the names are generated of two parts so most of the time
they only sound like a real fin/swe name (can still generate real names aswell obviously!)
oh and the melee guys can spawn with their own norbsonal shield, it's like personal shield but it breaks on drop
and I wanted to give them some beef as they're really melee heavy guys and they'd get killed off too easy
but mostly they're the same old!
(http://i.imgur.com/tlT1cEo.jpg)
Thanks Shinzy! I'm glad at least one of the human factions got an update!
Thanks for update and share this mod. I love it! ;D
epyk, I have noticed a issue between norbals and the surgery mods ie can not surgically add the prosthetics/brain implants into norbal colonists/prisoners, using glitter, cyberstorm, extended prosthetics & other mods
Quote from: harpo99999 on March 27, 2015, 06:11:41 PM
epyk, I have noticed a issue between norbals and the surgery mods ie can not surgically add the prosthetics/brain implants into norbal colonists/prisoners, using glitter, cyberstorm, extended prosthetics & other mods
Whyyyyyyy you tell this to Epyk!
This is just happening because they're their own race
and I would have to make a compatibility for each of those ones separately
You can use the attachment to 'rehumanize' them, but they're going to be less cool :'(
Still! that
should have them work with any prosthetic mod
(Can't quarantee it wouldn't cause any issues with ongoing games so do keep a backup of the mod at the ready! ;D)
[attachment deleted due to age]
sorry shinzy, I did not check the author of the op, just the author of the last post with a picture in it assuming that it was the mod author
Hey. So I noticed that Norbals are a separate race that are able to function like Humans for the purposes of prisons and the like. I'm still developing an understanding of how modding Rimworld works, but are you able to also provide them with separate art assets for body types and the like while doing that?
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?
Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.
Quote from: test_account on March 28, 2015, 05:50:01 PM
Hey. So I noticed that Norbals are a separate race that are able to function like Humans for the purposes of prisons and the like. I'm still developing an understanding of how modding Rimworld works, but are you able to also provide them with separate art assets for body types and the like while doing that?
I guess what I'm asking is if it would be possible to make intelligent non-human races using the same method of whatever you've done here?
Also, regarding the prosthetics issue Shinzy harpo just mentioned. Any quick tips on what might need to be done in order to make them compatible with, say, glitter tech and expanded organs and prosthesis? I think just making a small compatibility patch between three mods that I greatly enjoy using would really help me learn, so I'm interested in doing that.
For making entirely custom pawns (changing the looks and everything) you'd need some real modzardry, you'll need to be real high level modjuror to conjure up that kind of stuff
I'm just a mid level modlusionist and only able to weave mirages of a mod by drawing arcane power from the xml-element
The compatibilty should be easy enough though! ;D
You'll only need to locate the Races_Humanoid.xml from all the mods
(Mine's called Norbals.xml) and find the recipes bit from the very bottom of each
and make sure they all have the same recipes in them, so they can be used
Is it possible you could make the gear worn by the norbals craft-able on the tailor bench? :3
Especially the shoes and helmets, having a medieval colony is so cool o3o.
Quote from: LustrousWolf on March 29, 2015, 05:09:33 PM
Is it possible you could make the gear worn by the norbals craft-able on the tailor bench? :3
Especially the shoes and helmets, having a medieval colony is so cool o3o.
I was thinking some while back about making some kind of Apparello link, like a tailor recipe these guys could drop (or something like this) that you could then use to craft their gear
but I'm on a bit of a hiatus nooooww so I don't even know if I'll be touching any of my mods in a while (But I do have whole ton of ideas and plans for almost everything so that's HALF the work done right, right?!
I'm not slacking! *shh!*)
I'll just be spamming the forumwws for the time being :p
Does anyone know if this will work with the Zombie Mod?
Quote from: hulksterr on April 05, 2015, 02:19:31 AM
Does anyone know if this will work with the Zombie Mod?
Yes, it does work.
Ok man sure thing :)
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards
Quote from: Shinzy on April 05, 2015, 06:39:53 AM
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards
Wait so if a norbal arm flew off i cant put on a advanced bionic arm from another mod onto him? OnO
Quote from: LustrousWolf on April 05, 2015, 06:41:59 AM
Quote from: Shinzy on April 05, 2015, 06:39:53 AM
What lusty wulff said!
This should work with nearly anything!
only thing ofcourse is the non-vanilla implants, you can't plop them on Norbals
but the mods still should all work together like a charm! very nordic bloody raze-pillagey charm with multiple beards
Wait so if a norbal arm flew off i cant put on a advanced bionic arm from another mod onto him? OnO
uh huh *nods* you'll have to stick with the old and crummy prosthetics ;D
but you can use the "denorbalizer" I attached to one of the posts on the previous page somewhere, that'll make their race human -> so implants from mods should work
Edit:
https://ludeon.com/forums/index.php?topic=7670.msg119291#msg119291
there's the post. (I overlooked the implant mods when I made this or I'd probably kept them human to begin with =P)
Thanks for answering guys :)
So any chance of this mod updating or has it taken an Alpha 10 to the knee?
Excuse me while I punch myself in the face for that one . . .
Quote from: Chaplain on April 26, 2015, 02:46:03 AM
So any chance of this mod updating or has it taken an Alpha 10 to the knee?
Excuse me while I punch myself in the face for that one . . .
It used to be a mod like you
but then you punched yourself in the faaaaaace!I will update this but not right now, Apparello was fairly easy update this time around
and I'd imagine this wouldn't be too too complicated one either but it'd take it's own chunk of time that I want
to put on other things
I don't wannoo spend my little free time moments on staring at a xml file ;D
But starting on 4th next month I have all the time in the world! that's when I'll start to update errything
For now I'll just focus on more enjoyable things =P
does it work on A10?
Quote from: r4ky on May 17, 2015, 12:38:29 PM
does it work on A10?
Not for now sorry! I've slowly just begun to update my mods
way off my estimated 4th of this month =P I'll try to get this one up and running asap!
but I can't give you any eta on it ;D I can't tell how fast or slow I'll be working on it and if I run into any walls
and get much headaches
*epic beard spotted*
*notices it's not updated*
*cries a lot like a viking, punching bears and stuff*
ohh :-[ too bad, but thanks anyway i hope you will end it soon :P
cant wait for this to be updated i miss this faction not enough in the game imo.
Quote from: Thelostmerc on May 18, 2015, 05:57:49 PM
cant wait for this to be updated i miss this faction not enough in the game imo.
Yeah, you are right my friend, but I afraid this mod is dead. =(
Quote from: Shtuka on May 18, 2015, 07:34:37 PM
Quote from: Thelostmerc on May 18, 2015, 05:57:49 PM
cant wait for this to be updated i miss this faction not enough in the game imo.
Yeah, you are right my friend, but I afraid this mod is dead. =(
(http://i.imgur.com/FmtNdox.png)
(http://i.imgur.com/vHx8FxZ.gif)
Quote from: Shinzy on May 20, 2015, 11:29:23 AM
(http://i.imgur.com/vHx8FxZ.gif)
Yes! You are the man!
This mod is the balls!
squeee! I'm so excited!
Thank you Shinzy, great faction :)
Thanks for the latest update, Shinzy! Stay awesome :D
adding this to my mod list!
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Norbals are humans?! :O
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Norbals are humans?! :O
No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Norbals are humans?! :O
No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.
I know this, lol ;D That was a joke on non-modding level :D
Quote from: Adamiks on May 27, 2015, 10:24:06 AM
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Norbals are humans?! :O
No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.
I know this, lol ;D Thaw was a joke on non-modding level :D
whose non-modding level? LOL ;D me? I solved the problem with just adding them to ban filter, but it would be nice if it did in the original mod version :P
Quote from: skyarkhangel on May 27, 2015, 10:36:29 AM
Quote from: Adamiks on May 27, 2015, 10:24:06 AM
Quote from: skyarkhangel on May 27, 2015, 10:22:41 AM
Quote from: Adamiks on May 27, 2015, 10:19:55 AM
Quote from: skyarkhangel on May 27, 2015, 10:17:04 AM
Hi, Shinzy!
there are not a big problem, but colonist were not happy... when the chef decided to surprise them dishes from norbal meat :D ;D ;D
Norbals are humans?! :O
No, they have race "Norbal", and Rimworld automatically add new meat and leather from norbals.
I know this, lol ;D Thaw was a joke on non-modding level :D
whose non-modding level? LOL ;D me? I solved the problem with just adding them to ban filter, but it would be nice if it did in the original mod version :P
We're both modders ;D This was joke like "Norbals are humans?! But, but.... They are mini tanks! I don't believe in this! You're lying, they are aliens!!!" :P
Oh I see the meat isn't automatically filtered out of the cook recipes :-[
can I change this without actually fiddling with the vanilla cook recipes? (I mean the human meat is excepted throug those)
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P
Quote from: deadlydullahan on May 27, 2015, 11:07:26 AM
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P
I would just change it to human meat but far as I'm aware (which is exactly the opposite of as how far I can throw it!
read: very very short) The game generates the meat automatically by the race, so I would just have to make my norbals human
they wouldn't be alien mini tanks or all that special at all then
Edit:
And why on earth would anyone of you wannoo butcher my norbals in to meat to begin with!? Shame on yall!
Quote from: Shinzy on May 27, 2015, 11:11:55 AM
Quote from: deadlydullahan on May 27, 2015, 11:07:26 AM
Are there plans to have the Norbal meat become human meat or at least a filter for cooking similar to that with human meat, or can we look forward to Norbal meat not having any negative mood effects? :P
I would just change it to human meat but far as I'm aware (which is exactly the opposite of as how far I can throw it! read: very very short) The game generates the meat automatically by the race, so I would just have to make my norbals human
they wouldn't be alien mini tanks or all that special at all then
Edit:
And why on earth would anyone of you wannoo butcher my norbals in to meat to begin with!? Shame on yall!
Well it's not by choice, sometimes when Norbals invade they shoot the only hunter we have and then we're short on meat, so it's a good substitute.
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Quote from: Adamiks on May 27, 2015, 11:22:16 AM
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Is that even a thing since A10?
(Edit: my next faction will be full human! so I hope you can deal with some surprises in your meals when butchering norbals
which is unethical and horrid and frankly I think It's only right you'll get a backlash!)
Quote from: Shinzy on May 27, 2015, 01:16:28 PM
Quote from: Adamiks on May 27, 2015, 11:22:16 AM
Hmm.... Maybe "<humanoid>true</humanoid>" will do something (no, i'm not talking about errors ;D)?
Is that even a thing since A10?
I don't know. That was a "cheap" idea.
Norbals up to date for A11!
I'll be plopping all my factions in this thread in future so!
that is all for now, ta ta!
The teasing for the pirate is to strong *-*
Thank you Shinzy :D
Quote from: Bodog999 on June 13, 2015, 04:24:42 PM
There's no need to also start a whole new world and colony, just make a world with the SAME seed as your previous world(s)!
Your world will get overwrited BUT YOU'LL STILL HAVE ALL YOUR COLONIES! And the new factions are in that world then.
!!!
How about an Alien faction? Cyborg / Mechanical faction? I feel the rimworlds could do with a bit more alienating if you get my drift!
Quote from: llunauk on June 13, 2015, 06:05:14 PM
How about an Alien faction? Cyborg / Mechanical faction? I feel the rimworlds could do with a bit more alienating if you get my drift!
oh something like these guys?
http://i.imgur.com/ncV4QM5.png ;D
I've had those guys till alpha 7 but I've never finished them (I hop around between things too much ::) One day, maybe)
Ooo! You can't tease us like that! ;D
Hey would it be possible to release through dropbox as well if thats ok
Quote from: Solarstorm45 on June 14, 2015, 10:07:32 PM
Hey would it be possible to release through dropbox as well if thats ok
tis not impossible no! But is there something wrong with mediafire?
https://www.dropbox.com/s/peejqwdzl8r7r6n/Norbals.zip?dl=0
generally no.. but I don't like mediafire :x
Dropbox don't have any ads ;)
Rise of the Machines Shinzy! Do it! ;)
YAAAAAARR ME HEARTIEEESS!
Get raidkt!
(http://i.imgur.com/vLC6cG3.jpg)
Yaar! Pirates, yar aren't pirates without ships, yaarr! They are landlubbers! YAARR!!!
:O
I'm Planetologist now! YAAAARRRRR!!!!! ;D
Quote from: Adamiks on June 17, 2015, 06:57:09 AM
Yaar! Pirates, yar aren't pirates without ships, yaarr! They are landlubbers! YAARR!!!
But they are landlubbers with SCURVY!
non-scurvied landlubbers wouldn't understand
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
but.. but.. they have piratey names and collectable sea shanty lyrics
that's gotta account for something
Quote from: Shinzy on June 17, 2015, 07:06:28 AM
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
but.. but.. they have piratey names and collectable sea shanty lyrics
that's gotta account for something
Ok, boy! I can live with pirates without.... Tfu! Ships! But rum! Make rum, everyone will be happy! Go to work you scumb! Kidnap Tynan if you need! Yaaarrrr!
...I can't get it because MediaFire won't let me. Keeps asking me to repair download, its prolly my net. But just in case, is there a Dropbox link I can use? x.x
Edit: Woo, Got someone to snag the file and put it on Dropbox.
Quote from: Adamiks on June 17, 2015, 07:01:32 AM
It's all landlubbers talking! Ships needs pirates, pirates needs ships and rums! Yarrr!!!
But Pirates have a haven port kinda thing? like a place they can drop anchor and go to land where people don't hate them so you have pirate towns, least in the movies and most games.
Will some have eye patches and peg legs by default? :) hahaha
Quote from: Beathrus on June 17, 2015, 09:54:45 AM
...I can't get it because MediaFire won't let me. Keeps asking me to repair download, its prolly my net. But just in case, is there a Dropbox link I can use? x.x
Edit: Woo, Got someone to snag the file and put it on Dropbox.
Ohh! glad you got it downloaded! ;D (Sorry I was aging up a year yesterday! I wasn't checking the forum as often as usual)
@Demacrex! no they don't =P I didn't want to gimp them with extreme limb loss
some of them will have peg legs about as often as normal raiders too but that's it!
Quote from: Shinzy on June 18, 2015, 04:58:24 AM
@Demacrex! no they don't =P I didn't want to gimp them with extreme limb loss
some of them will have peg legs about as often as normal raiders too but that's it!
*turns* "Nurse prep the OR for surgery, we have peg legs, eye patches and hooks to install"
Belaterd Appy birfday Shinzy. GAARRR!
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.
Quote from: Oxidus on June 18, 2015, 10:34:20 AM
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.
I wouldn't know how to do something like this, I'm sorry! ;D
Also @Skully, Thank you!
Quote from: Shinzy on June 18, 2015, 11:11:08 AM
Quote from: Oxidus on June 18, 2015, 10:34:20 AM
Can you add some function to become the Faction?Like Vikings will have some perks and special buildings + weapons and armor or clothes and skins.
I wouldn't know how to do something like this, I'm sorry! ;D
Also @Skully, Thank you!
I think for the next faction you should do 'Nobles' which are medieval based, knights in armor, slaves/serfs, etc.
Also, is it possible to add 'Racial' buffs? Or a common trait to your factions? Like for Norbals, they are all cold tolerant or something; Just add some more uniqueness to them, I mean with the 'Ice Sheet' Biome, Norbals would be perfect.
Quote from: Beathrus on June 18, 2015, 12:17:42 PMI think for the next faction you should do 'Nobles' which are medieval based, knights in armor, slaves/serfs, etc.
Also, is it possible to add 'Racial' buffs? Or a common trait to your factions? Like for Norbals, they are all cold tolerant or something; Just add some more uniqueness to them, I mean with the 'Ice Sheet' Biome, Norbals would be perfect.
the next few factions I've thought about making are all more futuristic
there's very small changes I can make to a faction racial wise =P basically just adjust their climate tolerance and health and give them unique prosthetics
so I cannot do any codewizardry with any of my factions, you'd need a real modder ;D
Ah, Okay. Well, It was worth asking about. xP
yis...I need dis. *grabs the mods and slowly backs out of the room*
Yey great faction mods. Both are really fun :)
Just one small issue, could you make either your pirates or the vanilla pirates be called something else (corsairs raiders etc) Sometimes it is a bit confusing that both the factions are called pirates
Also any hint on the new faction you hinted at some time ago (more advanced) ??? pretty please ;D
Quote from: Wild Card on July 01, 2015, 01:26:36 PM
Yey great faction mods. Both are really fun :)
Just one small issue, could you make either your pirates or the vanilla pirates be called something else (corsairs raiders etc) Sometimes it is a bit confusing that both the factions are called pirates
Also any hint on the new faction you hinted at some time ago (more advanced) ??? pretty please ;D
oh!
the 'new' faction I've been testing them for cupla days now on my own game
they're pretty freaky =P but I'm still missing some bits and I haven't been feeling up to work on them too too much ;D
(http://i.imgur.com/L6CYJbJ.png)
I'll rename the pirates to corsairs (and maye tune down the amount of raiders they send, too ..aaand have the witch doctors to carry weapons :-[ )
OMG those armors
Any story on them ? who what where? do they eat colonists? norbals? mechanoids? what`s with the lightsaber :).. stuff like that
Quote from: Wild Card on July 01, 2015, 02:55:53 PM
OMG those armors
Any story on them ? who what where? do they eat colonists? norbals? mechanoids? what`s with the lightsaber :).. stuff like that
Oh lore wise they're the just on the brink of *transcension (Edit: I keep mixing this word up with ascension, also I never remember how to spell it *ahem*) they'll be very advanced and have lot of the cybernetic bodyparts attached by default
also that is not a lightsabre!
duh! it's Blazephazerblade and it sets things on fire
and at the moment it makes melee really fun ::)
Quote from: Shinzy on July 01, 2015, 02:36:31 PM
(http://i.imgur.com/L6CYJbJ.png)
I sat here for a awhile trying to figure out a funny and awesome way to say it but all I can say is I need this hahaha
@Gynnreaper, you better back right back in the room! there's new mods for you! *intense stare*
Here they are! on the front page
did a quick small tiny update for Pirates! aswell (they should spawn little less pawns for attacks and maybe possibly won't be so easily mistaken for the vanilla pirates namewise ;D)
Can wait to try :p
My next colony sheriff will be named Lt Shepard in order to fight those .... Geth Transcendants
::)
(http://a.yfrog.com/img10/7025/jpe.png)
(http://img4.wikia.nocookie.net/__cb20090125024722/masseffect/images/a/a9/ArmatureLanding.png)
Quote from: Shinzy on July 01, 2015, 02:36:31 PM
-snip-
Damnit shinzy that looks so frikin awesome that this is my face when you say you haven't been feeling up to work on them (http://cdn.playbuzz.com/cdn/97914878-2fde-44d5-a56d-2af4f9af5956/f7805388-accb-43f1-be01-faf8f0a493dd.gif)
but still I gotta say (https://amandashoesmaker.files.wordpress.com/2014/06/nick-miller-do-your-thing-girl.gif).
I also just read your latest post.
Can someone send me a dropbox link for the updated 'Pirates!'. Mediafire is disliking me again, after I snagged Pre Transcended. :/
Damn cant wait to try this one xD
Next faction should be an evolved animal species or something crazy like that xD
yummy..
I have so many factions, my faction page is so long that it takes me one min to scroll to the end of the list...
and I have to make sure they all trigger without being spammy :p
Quote from: LustrousWolf on July 02, 2015, 09:01:57 AM
Damn cant wait to try this one xD
Next faction should be an evolved animal species or something crazy like that xD
Mm not quite! =P
next one's gna be something like these guys here
(http://i.imgur.com/18HJVkJ.png)
Stop hoarding factions Nmiddy!
Quote from: Shinzy on July 02, 2015, 10:22:13 AM
Quote from: LustrousWolf on July 02, 2015, 09:01:57 AM
Damn cant wait to try this one xD
Next faction should be an evolved animal species or something crazy like that xD
Mm not quite! =P
next one's gna be something like these guys here
(http://i.imgur.com/18HJVkJ.png)
Stop hoarding factions Nmiddy!
I know nmids pain! Using your factions + Ish's + More Faction Spawn = 4 of each faction.
Faction list gets loooong. But there are so many enemies I can make or call on for help. xD
I like their helmets it reminds me of e.v.a from halo
Yey it`s out. Good job man can`t wait to try it
Hey maybe in the future of rimworld there can be a more biological and mutant way to transcend to a higher being, not just mechanical? wink wink nudge nudge :P
Maybe and Future being key words here
Quote from: Wild Card on July 02, 2015, 02:53:37 PM
Yey it`s out. Good job man can`t wait to try it
Hey maybe in the future of rimworld there can be a more biological and mutant way to transcend to a higher being, not just mechanical? wink wink nudge nudge :P
Maybe and Future being key words here
you know those shoulder tanks in previous page don't have skull and alert signs on them for no reason!
(http://i.imgur.com/UY3Rx9k.png)
(let's just say there may or may be some crazed scientists and cultists involved)
Great work!
:)
Sry Shinzy apparently my eyesight is shit :p damm happy i blundered close to what/who they will be though. Seriously i do hope some of your factions if not all get a place in vanilla :D
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).
Quote from: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).
This should help
Quote from: nmid on June 23, 2015, 06:12:24 PM
Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)
add
<weaponTags>
<li>Gun</li>
<li>AdvancedGun</li>
</weaponTags>
to whichever weapon or weapon base you want edb prep to show.
Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.
Quote from: nmid on July 07, 2015, 04:20:28 AM
Quote from: Dragoon on July 07, 2015, 02:03:11 AM
For some reason I can't see your weapons in prepare carefully (I can see the armor that has the defective self destruct just fine).
This should help
Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)
add
<weaponTags>
<li>Gun</li>
<li>AdvancedGun</li>
</weaponTags>
to whichever weapon or weapon base you want edb prep to show.
Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.
I wouldn't advice doing that! they vanish on drop so it's not really the best option
I'll add it to my list to make chance of them dropping "self destruct system defective" weaponry
I'm just trying to balance the loot ;D you already get high amounts of high quality charge rifles whenever they attack
Ah...
so
<weaponTags>
<li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?
while
<weaponTags>
<li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?
I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.
Any clarification will help better my hac.. chea... understanding of the weapons :)
For the edb part i found info in that thread : https://ludeon.com/forums/index.php?topic=13593.msg144152#msg144152
If it can help
Edit : I just realized i point you to one of your post [K_K] sry
But i recall reading that for items to be shown in EDB they have to be in a trader "store" but : I can't find where it was and i don't know how to make items appears in trader screen ...
Quote from: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
<li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?
while
<weaponTags>
<li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?
I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.
Any clarification will help better my hac.. chea... understanding of the weapons :)
Nonono! advance gun tag will let some of the pirate mercenary pawns and spacers spawn with the weapon
gun tag lets almost every pirate or villager spawn with the weapon
if you want to remove the 'destroy' on drop thing from the weapons
you need to open the PT_Gunso.xml in the thingDefs of the mod
and remove the bit
<menuHidden>True</menuHidden>
and remove or change the 'true' to 'false' in
<destroyOnDrop>True</destroyOnDrop>
and if you want treaders to carry it you need to also remove the
<tradeability>Never</tradeability>
Thx senpai ;)
Now all is clear for me
Has anyone tried with with 11b?
Quote from: TimTumm on July 07, 2015, 04:23:01 PM
Has anyone tried with with 11b?
I have! (and they work as intended!)
Quote from: Shinzy on July 07, 2015, 03:34:41 PM
Quote from: nmid on July 07, 2015, 01:21:14 PM
Ah...
so
<weaponTags>
<li>Gun</li>
</weaponTags>
will work fine for it to appear on the edb prep page?
while
<weaponTags>
<li>AdvancedGun</li>
</weaponTags>
causes them to destruct on drop?
I'm not a modder but this worked for me, when I set my hybrid MA37 in my Halo weapon pack.
I got the weapon to show on the edb prep page + it was on the ground from the starting drop pods. They might not drop from enemies, I haven't checked that yet.
Any clarification will help better my hac.. chea... understanding of the weapons :)
Nonono! advance gun tag will let some of the pirate mercenary pawns and spacers spawn with the weapon
gun tag lets almost every pirate or villager spawn with the weapon
if you want to remove the 'destroy' on drop thing from the weapons
you need to open the PT_Gunso.xml in the thingDefs of the mod
and remove the bit
<menuHidden>True</menuHidden>
and remove or change the 'true' to 'false' in
<destroyOnDrop>True</destroyOnDrop>
and if you want treaders to carry it you need to also remove the
<tradeability>Never</tradeability>
Ty.. now I know how to stop them from exploding + appear on traders.
Any tips on how to make it 'properly' appear on the edb page?
Quote from: nmid on July 09, 2015, 03:04:57 AM
Ty.. now I know how to stop them from exploding + appear on traders.
Any tips on how to make it 'properly' appear on the edb page?
just spawning one in may be the simplest way to start with one ;D
The way EdBs code works as long as its "primary" equipment and has weapon tags it should appear, those are the only 2 rules i believe...
Quote from: skullywag on July 09, 2015, 01:44:13 PM
The way EdBs code works as long as its "primary" equipment and has weapon tags it should appear, those are the only 2 rules i believe...
so in that case they should be show up and be equippable with edb's thing if you'll fix the 'destroy on drop' and 'menu hidden'
I need some help. None of the pirates from the Pirate faction spawn with any weapons.
Are they able to siege, sap, and visit?
They can raid.
Quote from: zknight on July 23, 2015, 10:27:13 PM
I need some help. None of the pirates from the Pirate faction spawn with any weapons.
Oo! thanks, my last quick update seemed to screw their tech level up a bit!
they don't wannoo spawn with anything I'll have it fixed right away
Edit: Hokiday! Done done! added a dirk for Voodoo doctor
and fixed a small bug where some graphics didn't work without having Norbals active :-[
hay shinzy (the battered ram) does this mod work with 11d?
btw which batter did you get coated with?
Quote from: harpo99999 on July 24, 2015, 07:31:04 AM
hay shinzy (the battered ram) does this mod work with 11d?
btw which batter did you get coated with?
Hayoo Harpy!
Yes! they all work
(mostly, probably) as intended!
I use Lamb-O-Tar brand Batter tiles, the kind with aluminium layering
the batter tiles are interlocking and all edges have been very well rounded!
It's very comfortable to wear as there's patchwork fluffings for inside!
The patches range from cold to warm colours and all depict cars of different kinds, trucks, bugs, you name it!
one of the patches has white umbrella and stars I'm pretty sure it's not intentional (might be a stray patch in the Lamb-O-Tar patching department patch bin)
all the images on the patches are thick and white silhouettes, the warm coloured ones have nice almond colour wavy lines and golden polka dots, the cold ones are very bare aside from all the cars
The umbrella one is blue and makes me very sleepy whenever I sneak a glance at it! (
Very fortunate It's visible only when I'm ready to remove the batter tiles!)
Can recommend! but do check the fluffing for misprints, okay?
it looked like it was one of the flour based batters, possibly BEER batter, so you should be careful about how hot it is where you are, after all you do not want to be a battered lamb roast do you?
Quote from: harpo99999 on July 24, 2015, 05:52:09 PM
it looked like it was one of the flour based batters, possibly BEER batter, so you should be careful about how hot it is where you are, after all you do not want to be a battered lamb roast do you?
Who wouldn't want battered lamb roast! I mean I've all the ingredients here, too!
There's no stopping me now!
but do you have the MINT sauce or jelly to go with the beer battered lamb?
Quote from: harpo99999 on July 25, 2015, 06:01:35 PM
but do you have the MINT sauce or jelly to go with the beer battered lamb?
I AM in MINT condition! does that count?
Quote from: Shinzy on July 26, 2015, 06:39:26 AM
Quote from: harpo99999 on July 25, 2015, 06:01:35 PM
but do you have the MINT sauce or jelly to go with the beer battered lamb?
I AM in MINT condition! does that count?
so you have been peppered, and have not been sauced or jellied.
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Quote from: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Blunt!
They're practically just a small grenade (with half of the damage and explosion radius of 1 cell!)
Oh, how do you find them? is there a lot of them during a raid? I could make them much rarer
and I possibly need to adjust how many norbals attack during a raid in general, too ;D (I've gotten the impression they scale maybe just bit too much, I haven't really ever played to real late game with them as enemies ;D)
Depending on the raid size you will usually see 2 or 3 in a raid of 20 up to over 80 in raids over 1000.
From experience I focus fire them down asap:)
Quote from: Canute on July 27, 2015, 10:14:11 AM
Thor's hammer, i like them.
But they scared me at the first time. But it is a good thing they don't drop :-)
Maybe some different noise effect, the kabumm is too heavy for that little explosion.
Oh I tried! the game doesn't actually let me give it any other sound cause it's a bomb
And so it has to be an explosion =P
Quote from: Shinzy on July 27, 2015, 07:48:33 AM
Quote from: mokonasakura on July 26, 2015, 11:50:34 PM
So what the deal with the exploding hammer that destroys my colonists? What kind of armor do I need to deal with explosions?
Blunt!
They're practically just a small grenade (with half of the damage and explosion radius of 1 cell!)
I felt like legolas, the guy would could kill everything in one shot the entire war, vs the orc with a torch, a normal orc that had no armor yet couldn't be killed in one shot. You say its just one square but the difference between the hammer and the frags is the hammer blows up right away. The norbals, from what I hear, are supposed to be naturally tougher then the basic raider so focusing them down before they get in range is a difficult thing to do. If the hammer hits your guy once that guy is dead, maybe not immediately but he will die because the hammer will either shred his leg or foot making it so he moves at 50% or something around that number. I also didn't really expect an exploding hammer, I know some nord mythology so I already guessed it was supposed to be thor hammer but when you are playing the game you don't see guy with hammer>guy with repeating crossbow>guy with other thing that look melee. When I finally did run into hammers the kept hearing explosions but it took me a while to figure out what was going on.
Oh, how do you find them? is there a lot of them during a raid? I could make them much rarer
and I possibly need to adjust how many norbals attack during a raid in general, too ;D (I've gotten the impression they scale maybe just bit too much, I haven't really ever played to real late game with them as enemies ;D)
Quote from: mokonasakura on July 27, 2015, 07:23:06 PM
I felt like legolas, the guy would could kill everything in one shot the entire war, vs the orc with a torch, a normal orc that had no armor yet couldn't be killed in one shot. You say its just one square but the difference between the hammer and the frags is the hammer blows up right away. The norbals, from what I hear, are supposed to be naturally tougher then the basic raider so focusing them down before they get in range is a difficult thing to do. If the hammer hits your guy once that guy is dead, maybe not immediately but he will die because the hammer will either shred his leg or foot making it so he moves at 50% or something around that number. I also didn't really expect an exploding hammer, I know some nord mythology so I already guessed it was supposed to be thor hammer but when you are playing the game you don't see guy with hammer>guy with repeating crossbow>guy with other thing that look melee. When I finally did run into hammers the kept hearing explosions but it took me a while to figure out what was going on.
Thank you! I'll halve their damage and maybe some other balance changes all around
Just make a custom damagedef for the hammer, I actually made the PreTrans much harder. I gave them the ability to always spawn with bionic parts. I made there boss use mk2 shields so they can use ranged weapons. I also made it so they don't retreat.
Hi, Shinzy!
Norbals EPOE compatible SK_patch
https://yadi.sk/d/9PPL0U7-iBh7t
;)
Quote from: skyarkhangel on July 30, 2015, 02:50:04 PM
Hi, Shinzy!
Norbals EPOE SK_patch
https://yadi.sk/d/9PPL0U7-iBh7t
;)
I'll plop your link on the op!
I believe this should be compatible with alpha 12, testing it out and will report back.
Looks like it will need a minor xml update, no doubt Shinzy is on top of it!
Quote from: Match on August 24, 2015, 11:30:42 PM
Looks like it will need a minor xml update, no doubt Shinzy is on top of it!
Mmmh.. h-uh? *rolls off the bed* Yes I'm SO on top of this right now you wouldn't believe!
I'm just waiting a few days till you all get really attached to your nuzzlepets and then update so you have to restart!
This is the plan!
Please...*on hands and knees* patch this...I cant play much longer without pirate songs...
Quote from: Fruitsmoothy on August 30, 2015, 12:50:08 PM
Please...*on hands and knees* patch this...I cant play much longer without pirate songs...
I'll try to pump out atleast the Pirates! out on tuesday (I assume that's your favourite one out of these!)
I'm quite busy, tuesday's my only "freeday" next week, need to prioritize what I do on my free time ;D and it's mostly either playing and/or watching a show
Oh but do feel free to take some breaks if your knees begin to hurt during this time
and wash your hands before you eat anything!
You are so awesome Shinzy. But I do expect the finished product on my desk by tuesday.
and then there is the ORIGINAL source for pirates ie VIKINGS, so the norbals are also wanted
Shinzy,
You are a god among men.
A bright beam of light bursts from the clouds as a godly figure descends from the skies bearing gifts. This occurence is entirely unrelated and can safely be ignored.
About 800 yards from there a sewer lid pops open with a gloopy smack. Shrouded in a puff of green cloud Shinzy crawls out and lets out a pitiful croak "updaaate! uuuupdaaate! Pirates be up to daate" After which Shinzy slinks back down the sewage pipe
On a side note: I didn't really have the chance to play with them too long
so bear that in mind! you mite find some bugs (I didn't run in any on my tests so I'm farily confident about there being none!)
Get to the front page or pick it up right here!
Shinzy emerges from the hole once again and casts 'copy paste' and grabs the sewer lid and slides it on the hole while disappearing again
(http://i.imgur.com/tq7uodr.png) (http://www.mediafire.com/download/tiuxuuu7u198wcm/Pirates!.zip)
(http://i.imgur.com/WHDBea7.png)
Yarr harr! ready yerselves ye scurvy land lub.. non scurvy landlubbers! Davy jone's locker waits yeerrr*gakh* *gark* *wheeze*
The magnificent weapon textures by none other than SuperCaffeineDude (http://ludeon.com/forums/index.php?action=profile;u=34138)!
Edit: The other factions follow soon!
Thanks so much!
Arrrrrrg weeee need moar factions....errrr...i mean looot !!!!!!
So I played with Pirates quite a bit in A11, and I'm wondering if Lyrics/Shanties are still ridiculously OP.
A drop pod fell and had a few hundred Lyrics and making a Shanty took one lyric. My base was full of absurdly "beautiful" shanties in just a short while.
Quote from: Facade on September 05, 2015, 02:53:40 PM
So I played with Pirates quite a bit in A11, and I'm wondering if Lyrics/Shanties are still ridiculously OP.
A drop pod fell and had a few hundred Lyrics and making a Shanty took one lyric. My base was full of absurdly "beautiful" shanties in just a short while.
Oh! thank you I'll need to make them not come in drop pods
Do you feel they drop from the pirates during raids too often, too?
I'll probably have them be less beautiful, aswell
But for now, yes they're probably just as OP as you found them to be in A11
I never had them drop in hundreds via drop pods on my own playthroughs (And I don't recall ever recieving any feeedback on theeem besides you! So thank you! ;D)
@WC, I'll have the Norbals up tomorrow at some point!
Quote from: Shinzy on September 05, 2015, 04:00:47 PM
Oh! thank you I'll need to make them not come in drop pods
Do you feel they drop from the pirates during raids too often, too?
I'll probably have them be less beautiful, aswell
But for now, yes they're probably just as OP as you found them to be in A11
I never had them drop in hundreds via drop pods on my own playthroughs (And I don't recall ever recieving any feeedback on theeem besides you! So thank you! ;D)
It was hard to tell how many I got from raids since I stopped collecting them after a while!
Personally, I'd increase the number of lyrics required to make a shanty as well, to bring it more in line with the other arts. Maybe four per? Since most of the verses are four lines from what I remember.
Pirates with Advanced Intelligent Parrots that can haul 2 items :3
Them norbals are ready for A12!
(also did a quick update for Pirates, the sea shanty lyrics shouldn't drop en masse
and the shanties themselves are not quite as pretty)
(http://i.imgur.com/n3Dfb5Q.png) (http://www.mediafire.com/download/211qwuawn4tp3bj/Norbals.zip)
(http://i.imgur.com/LUPKr85.png)
Vikings, they're tougher than normal human beings and thrive in colder climates
really, really hate heat.
i'd like to see wooden armor/breast plate to help prevent forward facing damage but, slows movement. As an early defence garment that could be constructed at a work bench/tailor bench.
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!
Quote from: Beathrus on September 13, 2015, 09:12:14 PM
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!
Hmph! you may! for now!
https://www.dropbox.com/s/t2134rbivtdk4hg/NorbsAndPiratesForBeathrus.zip?dl=0
Quote from: Shinzy on September 14, 2015, 05:39:48 AM
Quote from: Beathrus on September 13, 2015, 09:12:14 PM
May I please get a dropbox link? I can't snag things from Mediafire.. I'd like Norbals and Pirates please!
Hmph! you may! for now!
https://www.dropbox.com/s/t2134rbivtdk4hg/NorbsAndPiratesForBeathrus.zip?dl=0
Thank you, Shinzy!
So how's that mutant faction coming along?? :D
Quote from: Herc18 on September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along?? :D
To bounce off this, I had an idea that I want to toss out there. If you're looking for a generic pawn for the mutants, have you thought about warboys from the mad max universe?
Quote from: Match on September 14, 2015, 09:31:25 PM
Quote from: Herc18 on September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along?? :D
To bounce off this, I had an idea that I want to toss out there. If you're looking for a generic pawn for the mutants, have you thought about warboys from the mad max universe?
Hercy! it's at the bottom of my priority list ar the moment! but I have like roughly 30% of the graphic bits done
I can only promise they'll be out before A13 =P hehe
Oh and I'm definately going to have something warboys inspired in there, they fit this faction like a glove by the way the look ;D
I can't say how excited that makes me! May Joe himself carry you to walhalla!
Cool mod.
I wish the Norbal boots were craftable. Any plans for that?
I occasionally get them from drop pods, but traders hardly ever seem to have them.
Quote from: flankspeed on October 11, 2015, 03:42:52 PM
Cool mod.
I wish the Norbal boots were craftable. Any plans for that?
I occasionally get them from drop pods, but traders hardly ever seem to have them.
Get his other mod you can craft the boots with it.
https://ludeon.com/forums/index.php?topic=5085.0
Quote from: Beathrus on October 11, 2015, 04:19:47 PM
Get his other mod you can craft the boots with it.
https://ludeon.com/forums/index.php?topic=5085.0
Thanks. I didn't know about that one. It says A11...does it still work ok with A12?
Edit: NVM someone in the thread says it works with A12 so I'll give it a whirl.
I'm really enjoying both the pirate and norbal mod, for the most part.
The thing that really, really ruined it for me is that norbal shield. 1 guy carrying a shield managed to destroy 2 of my farms, all of my solar panels and killed 3 people. After a while I stopped counting how many times he got shot...
While I do appreciate why it exists, I would like to know if there is a way I, personally, can remove the shield from the norbal mod.
Quote from: RIPCadbury on December 18, 2015, 02:56:32 PM
I'm really enjoying both the pirate and norbal mod, for the most part.
The thing that really, really ruined it for me is that norbal shield. 1 guy carrying a shield managed to destroy 2 of my farms, all of my solar panels and killed 3 people. After a while I stopped counting how many times he got shot...
While I do appreciate why it exists, I would like to know if there is a way I, personally, can remove the shield from the norbal mod.
Yes! There is, am not at my files right now but if you can find the pawn kind defs
And open the file where all the pawn types are defined
Most of the melee people have a line like <requiredApparel> or so
You should spot the bit when you see it :p
Anyway theres a reference to "norbsonal shield" or so remove all of those you can find
And that *should* do it
Game crashes if I use the Pre-Transcen-geths with Ykara's EPOE (https://ludeon.com/forums/index.php?topic=10571.0)
Also, can it work with Orion's More Mechanoids? WIM able to reprogram the robots and use them.
I second that wish for a Military faction, not NCR, but more like a Space-Traders Federation or
Ex-Army Brotherhood of Rimsteel (what are you doin with that energy weapon citizen? dontchuknow you put your life in risk for abusing that technology? better hand that over or were gonna raid your base and steal your techs and research benches)
Brotherhood of Rimsteel is high-tech, because they take all those shiny beep-boop machines, high-tech stuff and energy weaponry from locals, raid abandoned military bases and research stations, if you have many tech items, BoRs will hunt you down, power armored, varying between scribes, knights, paladins and Elder.
Since I'm close to Fallout, how about a super-secret Science faction? ultra-high tech, that use Androids/Synths to do their bidding? (Yeah you guessed it.. I'm talking about the Institute, pretty genius aren't you?)
Rimstitute Inc. uses high tech weaponry, droids, synths and mercenaries, their motives are secret, they may attack at random, or not at all, they may even trade with you if you're high-tech enough, but beware of angering the BoRS.
Quote from: Techgenius on December 21, 2015, 09:58:53 AM
Game crashes if I use the Pre-Transcen-geths with Ykara's EPOE (https://ludeon.com/forums/index.php?topic=10571.0)
I have not updated the faction for this alpha yet! (And I doubt I will at this point of time)
Edit: I realize it wasn't clearly enough stated it was for previous alphas =P my bad! I put a nice red notice up for it
Oh no! :'(
Well.. at least 2016 isn't so far way :P
13?
I hope this gets updated for 13 :)
Quote from: bewby on April 10, 2016, 04:12:57 PM
I hope this gets updated for 13 :)
After I get Apparello done (It may take a while still with the current speed)
cool, no rush, take your time.
i'm hope to see this mod for A13 too
Agreeing with Korn here, would love to see the Norbals invade Alpha 13.
Unless a14 is right around the corner, then you'll probably have your chance to get decked in the schnoz by some norbal berserkers this alpha!
Yey :) what about pre transcendant berserkers?
Aaaaaaaaaaaaand mutant beserkers ?:D
Quote from: Wild Card on April 15, 2016, 06:38:02 AM
Yey :) what about pre transcendant berserkers?
Aaaaaaaaaaaaand mutant beserkers ?:D
Mutants are missing quite a bit of graphics
but all the other guys should make their appearance shortly after another
As a suggestion for mutants...if and when they get done:
Could you make them another race...like norbals are diffrent (or used to be) from regular humans so could this mutants. And maybe mess with their stats...ie more hitpoints better metabolism and bloodflow, less something. You know make them feel like something diffrent not just same vaniila pirates with cool looking gear.
Smt like this:
Eysight 125%
Metabolism 125%
Hearing 80%
and so on.
Could you do the transcendants first? only had a little time with them in alpha 11 and they interest Me massively :)
Quote from: SadisticNemesis on April 16, 2016, 06:02:43 AM
Could you do the transcendants first? only had a little time with them in alpha 11 and they interest Me massively :)
Quote from: Wild Card on April 16, 2016, 04:20:58 AM
As a suggestion for mutants...if and when they get done: -snip snap-
I'll see what I can do when I get around to it :P Now I'd like to upload all the current ones all at once cause they need a new world to work (or atleast a world re-seed) But I ain't gon promise nothing just yet ;D
Well whatever you can do is fine :D Much apreciated
I'll take what I can get, the factions are amazingly done.
Can you add to to a current running colony alpha 13 and it wouldn't crash it?
Quote from: hwoo on April 16, 2016, 07:20:30 AM
Can you add to to a current running colony alpha 13 and it wouldn't crash it?
yes but it will not show up as the races NEED a new world seed to be placed on the map so that they CAN work and visit/raid/sell
any news on a A13 update?
Quote from: Jordan Huitema on April 26, 2016, 10:02:52 PM
any news on a A13 update?
Don't think I can start before next week I have couple irl deadlines to worry about until the 2nd
but after, if everything goes as smoothly as I think I could get them out in like cupla days
and then you guys get to find all the
bugs fun new unintentional surprises ;D
Awesome Great job Dude :D
Keep making new faction Great Job
Rate
100/100
100/100
100/100
-The Blackwatch :D
any chance for an alpha 14 update? These factions were interesting!
I would like to get them for it but I hardly got them up for last alpha
so I don't wanna go promise anything just yet ;D
You know a mod is good when you miss it in the new Alpha.
Can't wait to see Norbals return <3
is this modder still around? Someone else adopt this?
Quote from: Topper on July 23, 2016, 06:31:06 PM
is this modder still around? Someone else adopt this?
Haven't seen them in a while.. I'll adopt this for sure! might take a while to get it done though
Quote from: Shinzy on July 23, 2016, 06:35:27 PM
Quote from: Topper on July 23, 2016, 06:31:06 PM
is this modder still around? Someone else adopt this?
Haven't seen them in a while.. I'll adopt this for sure! might take a while to get it done though
Thats really nice of you to help out with this one. The last guy wouldnt do an update unless we brought him a polydactyl underage prostitute, whom he would later chop up and consume. I'd have to go in the next day and clean up all the twiddly bits left over as if I didnt have anything better to do. He was quite difficult to work with let me tell you :)
shinzy, you might want to warn the modder that there is this somewhat miffed NORBAL that WANTS to raid the new colonies in a14 area, and if HE does not the HE WILL RAID and KILL all modders that are attempting to tprevent HIM from RAIDING the new areas
I like the ¨By Thor's epic pecs¨ XD. But really, nice mod.
Are their any plans to update the Pirates and Vikings to Alpha 15?
I saw they were in the Hardcore SK pack but I was wondering if there was a stand alone version.
Quote from: Hydromancerx on November 21, 2016, 02:07:12 AM
Are their any plans to update the Pirates and Vikings to Alpha 15?
I saw they were in the Hardcore SK pack but I was wondering if there was a stand alone version.
Oh the plans are all there
Sadly my free time is what it is and I've wanted to use that on other things entirely
I did make a loot carrier bear (and elephant) and some conquistador equipment for the norbals and pirates but nothing major
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.
Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.
Quote from: Hydromancerx on November 21, 2016, 04:27:40 PM
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.
Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.
Oh just find the relevant xml files from the core mod
you can find everything in folders of same name and then just cross reference them
change things that have been changed to the 'new' form seen in the vanilla xmls
it's really simple actually but just.. really..
dull work which is partly why I don't use much of my free time on thaaaaaat instead of other things
Shinzy I've missed your mods! ʕ•ᴥ•ʔ
Quote from: Beathrus on December 21, 2016, 04:10:29 AM
Shinzy I've missed your mods! ʕ•ᴥ•ʔ
(http://i.imgur.com/FH77VQc.png)
Quote from: Shinzy on December 23, 2016, 05:08:31 PM
Quote from: Beathrus on December 21, 2016, 04:10:29 AM
Shinzy I've missed your mods! ʕ•ᴥ•ʔ
(http://i.imgur.com/FH77VQc.png)
...Yes. I miss them that much. ʕ•ᴥ•ʔ Don't worry though, I am not a ᶘ ᵒᴥᵒᶅ, just a thorough enjoy-er of all your mods.
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze? ::)
Quote from: Shinzy on November 23, 2016, 12:18:28 PM
Quote from: Hydromancerx on November 21, 2016, 04:27:40 PM
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.
Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.
Oh just find the relevant xml files from the core mod
you can find everything in folders of same name and then just cross reference them
change things that have been changed to the 'new' form seen in the vanilla xmls
it's really simple actually but just.. really.. dull work which is partly why I don't use much of my free time on thaaaaaat instead of other things
Can I get an example of this.. and maybe a crash course in what needs to be done?
oh man, really want to play this, i don't know why i didn't in a12...
Quote from: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze? ::)
Er I mean Alpha 17. ;)
Quote from: Hydromancerx on June 05, 2017, 03:01:06 AM
Quote from: Hydromancerx on December 28, 2016, 08:00:52 PM
Maybe an update of the Pirate and Viking mod for Alpha 16? Pweeze? ::)
Er I mean Alpha 17. ;)
Kap is doing some a17ification on two of these right now but I'm not gon touch them until I fix Apparello :p
There's hope though, Hydroman!
Theeereeees hoooope
Aye yahrdmiral Shinzy
I'm on to it
Just need moar peg legs and hook-hands. Lost some while slashing head-less pirates (true story lol)
Oh and we need a Parot-on-shoulder bodypart BTW
Then I'm gonna put some late 80/early 90's heavy/power-metal for making the Norbalz. Provided ThoRIM gave me strength and honor !
If Shinzy-gami read this... I'm still there bud
can we see a B18 version of this mod plz ?
Quote from: Beathrus on January 01, 2019, 11:39:00 AM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?
nooo I'm not even trying until the 1.0
So... 1.0 is here..
This is a fine year for updating some mods, this 2019! ;D
Tackling the way out of date xml's is going to be pain though, I will possibly have to build this one from ground up again
Is this your New year promise ?
To rebuild all your mod's to current modding technics ? :-)
I wish some other modder (who update their mod from release to release) would do that too.
But unfortunatel many of these modder just did these update service and lost further interest on rimworld modding.
Quote from: Shinzy on January 03, 2019, 07:37:26 AM
Quote from: Beathrus on January 01, 2019, 11:39:00 AM
Quote from: Shinzy on April 13, 2018, 02:28:41 PM
Quote from: Modraneth on April 13, 2018, 05:29:32 AM
Quote from: Modraneth on December 26, 2017, 05:11:13 AM
can we see a B18 version of this mod plz ?
maybe?
nooo I'm not even trying until the 1.0
So... 1.0 is here..
This is a fine year for updating some mods, this 2019! ;D
Tackling the way out of date xml's is going to be pain though, I will possibly have to build this one from ground up again
Not gon' lie. Every time I come back to Rimworld, I tend to check your mods first.
yaaar, still waiting
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting
There's still many, many months left in 2019!
not as many as there WAS.
this VIKING wants to raid and if the mod(s) are not finished SOON will RAID YOU!
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting
There's still many, many months left in 2019!
We love ya' Shinzy! Do ya best!
Quote from: Beathrus on December 17, 2019, 09:29:21 AM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting
There's still many, many months left in 2019!
S-Shinzy...
There's still like what, 13 days left, Psshhh. I've updated a mod in less
Quote from: Shinzy on December 18, 2019, 03:14:25 PM
Quote from: Beathrus on December 17, 2019, 09:29:21 AM
Quote from: Shinzy on May 05, 2019, 11:34:57 AM
Quote from: Morichar on May 04, 2019, 05:03:38 AM
yaaar, still waiting
There's still many, many months left in 2019!
S-Shinzy...
There's still like what, 13 days left, Psshhh. I've updated a mod in less
I Believe in you!
but can the buttered ramp manage to DEBUG theupdated mod by the end of the year?
Quote from: harpo99999 on December 19, 2019, 02:09:52 AM
but can the buttered ramp manage to DEBUG theupdated mod by the end of the year?
(https://i.kym-cdn.com/entries/icons/facebook/000/022/004/4ddb349345a6377085d8eb6a2ccd9d2d165d31fa2637ed58dc1c4c2bcb12ee46.jpg)
Still waiting, still have hope
Morichar, here you go:
https://steamcommunity.com/sharedfiles/filedetails/?id=2083552082
https://steamcommunity.com/sharedfiles/filedetails/?id=2080806635
https://steamcommunity.com/sharedfiles/filedetails/?id=2082398447
Hjkma, thank you! This was really nice of you
I really haven't had the brain capacity to give as much attention to these mods as I've wanted to ;D
OOH GOD, please have my childrens