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- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
I'm not arguing with the antibiotic requirement I actually think it's a good idea it just seems too much. If the antibiotics gave +25% or something that'd make more sense.
If you want a rationalization for this, think of it as the microbes of the Rim developing resistance to the drug because of overuse.
maybe after reaching certain skill thresholds in their chosen curiosity, they could get race-specific boons for that specific skill
e.g. starting from level x in crafting, a craft-curious pawn gains y% chance to not consume resources when crafting, increasing per level up to a maximum of z%
high level cook-curious pawns could have increasing mood buffs for meals they cook to represent how they learn food presentation, etc etc
a different idea could be giving genies strong and immediate buffs towards their current curiosity, but having their chosen curiosity temporarily flit around to different subjects after reaching a point of satisfaction in their "main" one
also, maybe there's something to making genies innately advantageous as mechanitors or when dealing with mechtech?
If this were to ever be added to, I may suggest expanding on the antibiotics.
How about a suit or accessory that can automatically administer any substance you put in it.
- Yayo when they're sad
- Go-Juice when they enter combat
- Luciferium when they're dying
- Antibiotics when they're sick
- Any of them if the pawn's gotta get their fix of something devious.
- So on and so forth, and with accessibility for modders to select which function their item should do, probably with the Yayo one by default.
That one addition feels like it could make this as valuable as Fungoids, even if it's not technically an addition to genies, which don't really need anything else in my opinion.
And I'd like to take this moment to acknowledge that beggars can't be choosers. You're the boss, not me, I just like sharing ideas.
Is anyone know about this ? :)))
that aside these are very nice mods and I appreciate the hard work put into them
they have no immunity at all, so the gain speed is very low, thats working as intended
Some diseases however seem to regress to 0 and disappear. Malaria is one, Flu is another. I've just had a Malaria outbreak in my colony, 2 prisoners, 3 colonists got it. Of the colonists, 1 is a baseliner, 1 a saurid and 1 a genie. This happened on the 5th septober, it is now the 6th septober and the genie is cured, no antibiotics required. I have other mods, but as far as i know none of them mess with immunity gain or disease severity gain. happy to dm screenshots