边缘世界 RimWorld

边缘世界 RimWorld

VFE Insectoids2: Buffs and tweaks
24 条留言
Latex Santa 8 月 9 日 上午 7:18 
>neutroamine from insect meat
Very nice. Not that I will ever remove VGP Vegetable Garden from my mod lists with their precious Neutroflowers and everything else, but this is very nice as well.
DevID 7 月 31 日 下午 3:54 
Thanks for the update
Kimo'  [作者] 7 月 28 日 上午 8:48 
Update: Preliminary update to 1.6
While I found no errors during testing, expect another update to properly recompile the assemblie for 1.6 soon.
DevID 7 月 22 日 下午 9:48 
Much appreciated and thanks for your work
Kimo'  [作者] 7 月 22 日 下午 9:46 
Yes, hopefully in the comming days/weeks
DevID 7 月 22 日 下午 9:44 
Will this be updated to 1.6?
MarsInAres 7 月 14 日 下午 11:46 
wish the boss insect summoning didnt require electricity
Kimo'  [作者] 4 月 25 日 上午 9:02 
@bishop149 I've been thinking about it, but that would cause balances issues, mainly being able to relocate/disassemble hostile hives for pherocores.
bishop149 4 月 24 日 上午 1:23 
A suggestion? It would be nice if you could move and reinstall hives. Or at the very least disassemble and get the core back.
queenelise9830 3 月 14 日 上午 7:26 
Aww okay thanks for answering.
Kimo'  [作者] 3 月 14 日 上午 3:58 
@queebelise9830 With my limited knowledge, sadly no
queenelise9830 3 月 14 日 上午 2:45 
Any chance of a way to detach insects from hives without destroying the hive or forcing them to go off-map through convoluted means? I need them detached for off-map stuff, and pawns with decent Animals aren’t terribly hard to come by.
Kimo'  [作者] 2 月 16 日 上午 5:45 
Eragon made it work using C#. As far as I know, there is no way to make it happen without the previously mentionned drawbacks using XML only
Zergologist 2 月 16 日 上午 5:26 
Mind if I ask how exactly you fixed it?
Kimo'  [作者] 2 月 15 日 下午 11:59 
@Zergologist: That has been fixed in the last update two days ago.
Zergologist 2 月 15 日 下午 7:38 
The way you patched hive walls for the petroglypher to make them into hivestone is very sloppy, as the IsNaturalStone designator is allowing it to be generated as a "natural stone" on maps
Kaiakanga 2 月 15 日 下午 12:23 
No problem, thanks for considering it, anyways.
Kimo'  [作者] 2 月 14 日 下午 10:25 
@Kaiakanga: I love the idea, but I'm a bit unsure on how to implement it, and that's IF it's not above my XML skills in the first place. I'll think about it, but can't make any promises
Kaiakanga 2 月 14 日 下午 5:45 
Ooh, nice additions, thanks! Is it possible to make worker insectoids do some cleaning? It could be locked behind research, requiring exotic hivetech or some other prerequisite, but I think it makes some sense that they could do it.
Kimo'  [作者] 2 月 14 日 上午 10:40 
Update: Fixed hivestone appaering as natural stone, convertion is now done with c# thanks to Eragon. Also reduced thornpod cooldown to 24 hours.
Kimo'  [作者] 2 月 12 日 下午 11:33 
I can confirm that this indeed happens. That's very unfortunate, but without commissioning someone that could handle the c# for that, There are only 3 solutions: choosing a tile to settle without hive walls (it's listed as the stone type in the terrain info) using a mod to override the type of stone available in the world (which you can do with mods such as map designer, for exemple) or letting it be.
Kimo'  [作者] 2 月 12 日 下午 11:18 
@Amentus This is not intended, but is a direct consequence of classifying hive walls as natural rocks. Does it happen when you generate the map of a new colony, or only in quest sites and such?
Amentus 2 月 12 日 下午 10:26 
Not sure if you intended this, but it causes the worldgen to generate maps that include Hive Walls as a stone type. The spots where the hive wall generates also have "rough hive wall" floors. I'm only using this mod and its prerequisites.
EM7HydraFox 2 月 12 日 下午 4:26 
Very much needed buffs and tweaks, quite unfortunate that the Thornpod's stat and function is unchangeable.