边缘世界 RimWorld

边缘世界 RimWorld

Medieval Overhaul: Arcane Archaeologists (Continued)
21 条留言
神说万岁 9 月 23 日 上午 7:22 
Someone has updated 1.6, address: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3573374885&searchtext=edieval +Overhaul%3A+Arcane+Archaeologists
Falkner 9 月 7 日 下午 11:03 
@Allerick, the ranged weapons are broken and not available even in devmode, other than that the armor, melee weapons work, not sure how it affects the Archaeology guild faction.

@Z.E.R.T. Thats a hot take. I feel that if you want someone to put a day aside to fix something for you, then you should offer them something for their time. This mod would have been dead for years without the commission so I'm thankful i could play it in 1.5.
Z.E.R.T. 9 月 7 日 上午 10:09 
getting pay to make it 1.6 thats crazy first time i see somone doing that
Allerick 8 月 31 日 上午 4:46 
has anyone tested running this in 1.6?
神说万岁 8 月 15 日 上午 8:59 
Will it be updated again?
turkler  [作者] 7 月 15 日 下午 3:01 
@Andreas the update of this mod was commissioned and I wasn't paid for a 1.6 update so it's certainly a 'if I feel like it'
Andreas 6 月 25 日 下午 12:24 
Will this work in 1.6 once the required mods are updated? Any plans to update this one?
Xeneo 4 月 26 日 上午 10:29 
ok so i don't know how and why but i made a full medieval modpack and somehow when anyones uses a magic book, it makes continuous explosion in the very top left of the map, and does litteraly nothing else.
Cody 3 月 23 日 下午 12:34 
Also noticing the traders don't have any items on them, gonna sit down and see if I can find where the conflict is at, Just figured i'd say something so its not just one dude bringing it up then getting dunked on.
turkler  [作者] 3 月 22 日 下午 3:10 
@Twysted 'if that helps narrow it down' lol, lmao even. yeah I can't replicate your issue buddy, you're on your own
Twysted 3 月 22 日 下午 2:13 
Howdy! The traders have no items on them. I'm using World Tech Limiter set to Medieval, if that helps narrow it down.
JoeOwnage 3 月 3 日 下午 2:48 
sent you a DM on discord
JoeOwnage 3 月 3 日 下午 2:10 
maybe look at house sanguin, their cape is on the same layer and doesn't do that
turkler  [作者] 3 月 3 日 下午 2:08 
@JoeOwnage that's how they were in the original mod, I'll ask the client if they'd like it changed
JoeOwnage 3 月 3 日 下午 2:07 
The capes in this mod are on attachment layer and show up behind parkas etc. Base game capes are outer later.
mirandacmajor 2 月 2 日 上午 9:05 
@turkler that makes sense, thank you! i'll look forward to using it in a future save
turkler  [作者] 2 月 1 日 下午 11:55 
@mirandacmajor the 'add faction to existing save' thing is from the vanilla expanded framework, not base game. I can confirm that the factions generate fine on a new save.
mirandacmajor 2 月 1 日 下午 11:42 
what should i do if i've added this faction mid-save, gotten the "new faction: add the faction, do nothing, don't show again" pop-up on load, accepted the default settings, but clicking the confirmation causes a "failed to spawn settlement" error pop-up the corner with no other recourse? i reloaded and tried again, but it failed again without even letting me go to the add faction -> settings screen. is this a common issue? if an error log would help, i can probably figure that out, but i was just wondering if there's something wrong i've done here that's painfully obvious, or a workaround. thank you, i hope i can add more magic to my game!
tupper-ware 1 月 29 日 下午 1:01 
Thank you guys. I was using the outdated mod and was sad that the armours didn't work. :)
spreading information 1 月 27 日 下午 6:54 
absolute LEGEND
Baba Evac 1 月 27 日 下午 6:52 
ah beautiful thank you for this!