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The other thought I had on a duration timer was to shove it into character Bio, along with the ones for "last human meal" for cannibals, but I figured that would be even more work XD
Adding the current duration to the tooltip is a nice idea, but takes too much work to do however. You need to make a transpiler to edit the tooltip dynamically, which is a pain.
Anyway, a couple of things:
Any chance you could add the current duration to the tooltip for terror?
Also, can we get an option to adjust the maintain level?
My mechanitor has other things to do that run around after temporary slaves all day. She's a solo, but anyone foolish enough to attack who survives gets imprisoned, then enslaves, and forced to work until they can be sold to a trader.
Problem is, with the default set to 100% - that's fine for slaves one wants to keep, but in her case it's a burden keeping her from her other work.
Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.
I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!
The mod can be added in the middle of a saved game, so no need to restart.
Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.
Have fun~!
I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along
I'll try to get my mods updated in the next few weeks.
Will this get updated to 1.6?
Thanks for the report!
https://gist.github.com/HugsLibRecordKeeper/253924224b810d4feff695274d1bb452
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3259932217
The problem actually turned out that my dumb ass forgot to include DLC in the modlist. No errors with DLC enabled.
It's safe to ignore. This just modifies the range indicator of the sculpture so you can more easily tell the terror radius.
Do you happen to know which mod is changing your terror sculptures?
[Useful Terror - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName="SculptureTerror"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName="SculptureTerror"]/comps): Error in <nomatch>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: E:\Steam\steamapps\workshop\content\294100\2636462610\Common\Patches\Various_Patches.xml
E:\Steam\steamapps\workshop\content\294100\2636462610\Common\Patches\Various_Patch was patched by:
I just put some trash brick terror statues in their bedrooms and they'll never run.
And with the Prison Labor mod for totally not slaves because they aren't allowed outside or trusted as much as slaves?
New Time until Prison Break and Time until Slave Rebellion multiplier added in the options!
The time until the next prison break and rebellion can now be decreased or increased to fit your preference!
This should make prisoners with jobs actually viable, rather than a hassle.
Thanks!
But a change like that is easy to edit from the game XML's yourself, or you can set a soft rule on yourself to not use straps/collars.
Just an idea, would you consider altering the slave strap and collar so that they no longer completely negate a pawn's suppression loss per day? Imo those are too overpowered and don't really make sense. Like, they should help, but they shouldn't completely remove the mechanic of having to suppress your pawns. If I was a slave, just putting on a weird humiliating strap and collar wouldn't mean I am suddenly going to just resign to my fate of slavery for the rest of my life. It should still require some maintenance. This would also serve to make terror more useful in its original role of slowing suppression loss.
Also Heart acidifier should no longer spawn on enemies.
@femoral2 Perhaps... Doesn't look like there's any direct conflict, but depends mostly on how they implemented their mod, since they made some wide sweeping changes to vanilla behavior.
Do skullspikes give terror as well? and gibbet cages?
imma sub now.
It should show up in the Machining table in vanilla. I think certain mods like EPOE move all the prosthetics to their own crafting table, so check there if you're using mods like that.
Sorry, but I am having trouble finding the recipe for the heart acidifier, after unlocking the research for Poison Synthesis.
Could you point me in the right direction? (right workbench?)
Requiring the Poison Synthesis techprint should make it more of an investment one has to aim for, since this implant is quite powerful.