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Should be fixed
fungus issues should also be fixed, as should snotlings working(Maybe)
Wish CE worked with this
@Mechanomical
hmmm i May have not tested it with this loaded
@Sun Ra & Da 'Ard Krumpin Boss & DrFong
Yeah, thanks for letting me know, looks like something changed and the patches that used to run arent
Is there any way to fix it?
Requesting functionality be shifted to the upto date processing framework mod.
In mod options (esc menu and bottom one) there is adeptus somthing mod, look for orks part and there you can set chances for greenskins to spawn from fungus and cocoons.
And 1.5 Plz
punching grot dont really work, one day i got an grot that was like "i'm too sad to walk" i punched him, and it didn't wake him up
also i have some issue spawning new orks at the start of the game, my klan barely run for 4day bcs they end up krumping each other after getting rid of the wildlife, how are those gitz suposed to multiply?
Grots should come with Haul already ticked, they shouldn't need training. They should also spawn more frequently. Orcs are particularly lazy and slow (ritely so) but thats cause the grots make there world run. Atm early game x3 grots doing nothing, trying to handle everything is tedious.
Orcs need to be a little more hardy imo... watching one get wrecked by a tortoise in close game today was embarrasing. Regen or recovery from injury probably needs a multiplier also.
Great mod though, I do enjoy it.
the start issue is related to Humanoid Alien Races overriding the spawning methods introduced to vanilla to support biotech, ive reported it to the author, still waiting on him having time to figure out and fix it, its a little beyond my ability to fix without breaking other HAR features