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Rapporter et oversættelsesproblem
i want a modern dwarf race fully integrated with biotech, being somewhere between warhammer and LotR in style, with realy thematic and unique armor, weapons and buildings
idealy with additional techniques that make them extremely competent in living deep inside mountains (for example some plants they grow and use as light that prevent investations, some kind of sapping or digging tactic to surprise invaders that bring mortars, more and bigger traps that burry a 3x3 field in deep rocks, oil trenches to ignite, shit like that)
and my royalty dwarf lord/kind should still do his crafting/mining as it is tradition. the hair from warhammer dwarfs looks 10/10 if you are allowed to steal them do it.
.......
that said thank you a ton for making a dwarf mod. there can be no year gone by without a proper rimworld dawi-run
With that, I do want to add configuration like what you see with most high-quality mods, with full control of which features are added and values of relevant items as I've always appreciated that in a mod as well.
I'm currently working on adding Dwarf factions, I could be wrong but I though you could add/remove factions when generating a world in Vanilla.
If that is not the case, I'll gladly try to find a way to allow you to turn them on/off.
I really appreciate the questions and feedback as it helps me get a better idea of what other people want to see instead of just building it based on my own experience.
Q: Is it safe to assume that, eventually, this mod will add Dwarf factions (perhaps both neutral and hostile)? Or will Dwarf faction(s) be made as a separate mod with this mod as a "Required Item"?
BTW: If this mod will eventually add Dwarf faction(s), will there be a mod configuration menu to disable it? (I always like to have rather fine control over which factions get added to my game, so I dislike large mods that throw in one or more new factions on top of various other things without an option menu to disable them.)
Good luck with the continued work, sounds fun :)
I think your questions are fair and I'll edit this page to better display what each feature does.
The short gene is mostly cosmetic and does make the pawns shorter but it also has a +1 to Metabolic efficiency so they don't need to eat as often.
I didn't want to take away from people using the short gene in other builds, for halflings, gnomes etc. So things like 'sturdier' or 'slower movement' are held in separate genes ( vanilla ) in the Dwarf xenotype.
The hardy voice gene works the same as the other voice genes in vanilla, in that it is only cosmetic.
Please let me know if you have any follow-up questions or if I didn't answer something you mentioned
Strike the Earth! / For Rock and Stone