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Keep getting that error everytime a lamia or snake person enters my map.
It is strange that the tails would take damage before fingers and such though. I'll have to look into that.
@zeus57007, @Atticus, Ethawulf
If you can find an artist up to the challenge of making alligator heads the lizardmen could fit. I can always relabel the mod a little when 1.7 comes around.
I did try making some cobra hoods, but didn't manage to get it to look good at the time.
I've planned adding som occasional feature-voting where donators can request options to be added to the list, because right now I've got more requests than I can tackle, especially in terms of art, which I'd probably have to commission since I'm inconsistent and slow as sin at drawing art myself.
However the snake tails, at least the Gorgon, have it manifest as taking vac damage to their tail and only their tail till it freezes off.
Putting them in a vac suit solves the issue entirely. So I guess it's a trade off if you're going to space.
That's strange. Their tail has the "feet" tag, so vac suits should cover it.
I've tried, but can't reproduce this issue. Snakes if vacuum seem to be fine for me.
https://imgur.com/AK11EJe
@VimWabbit
You mean shield-belts? They work fine for me.
@Wraith_Magus
It would be tricky to make both required due to how Rimworld works. But tbh. I wanted to make them able to survive with one, they are bio-engineered (or mythic) creatures, and surviving with one heart is good storytelling, imo.
Also, I kinda figured the extra heart was a fully-featured thing. A snake person is stupidly huge by snake standards, so it kinda makes sense in many ways.
Any hint on how to address this issue?
However being 'Snake-person' they seem to lack the 'Shield' layer - they cannot equip shields Q_Q giant snakes with shield & spears. Is this a problem with vanilla expanded?
I should also mention the primary hearts should still be vital - I've seen snake-people with their primary heart destroyed still alive with 50% blood pumping. In a real snake, the secondary heart just helps pump blood down the length of the body, it can't exchange oxygen with the lungs like the primary heart, so losing the primary heart is absolutely fatal. Oh, and the tail (not snake body) seems useless (for animals too), so it's ironically better to just get it destroyed early so you have one less part that takes damage because it has low HP and doesn't seem like you can armor it so tails are easily destroyed sources of a lot of pain and bleeding. (A single stray friendly fire pistol shot blow the tail off my colonist in one go.)
As you might expect from someone with several meters of giant snake tail as their 'lower' body, the snake part is the most likely thing to get hit by far.
That is also why it has so many hit points.
That said. The heart and liver in the snake part might benefit from a little bit of reduction in hit chance though.
The snake part is considered covered by anything with the "Legs" tag for simplicity and compatibility's sake.
In other words; flak pants do actually cover the snake tail.
Forcing snake-tail specific apparel would most just serve to annoy people. Same deal with how giants can wear the same apparel a dwarf can.
...and how in RPGs like Diablo a male Barbarian and female demon hunter fits in the same armor.
The best advice I can give is to either go for specialist farsighted ranged attack snek squads, or use some of the Vanilla Expanded mods like armor expanded that lets you have a riot shield, as that blocks a lot of damage.
I can't replicate the issue. You're going to have to provide a log. Preferably without other mods that might interfere.
I don't think I've tested it on 1.6. I'll make a note to look into it when I sit down with the mods next. :)
If you got any errors to the log I'd suggest posting the logs and linking back here.
for some reason after devouring someone it dissappears and never comes back and only shows regurgitate
It is available on 1.6 now. :)
@Hazardous
I'll bump up the raid value of the Addermen so the storyteller can't send as many of them.
They are meant to be dangerous little sneks, but perhaps not quite as dangerous as they've been for people. :)
That would be a little bit too much work. But I fully support someone else doing so if they wish to.
@Honeycomb
Only the snakeman faction really spams it (addermen). The VIPER faction sends less raiders and has a lot of other types of pawns.
Mechanoids (as Wrait_Magus said) are practically immune to it, while any armor with good heat values (devilstrand especially) resists it well.
The issue is usually when a pawn takes a big salvo to the face and end up drenched in acid. They might initially be fine, but end up taking a lot of damage before it goes away.
You can often also trick the snakes into acid spitting their own friends.
Finally, the snake tribe raids are kind of glass-cannons. Some have the acid, others a jump, but they end up walking through traps, or if you can actually lay down heavy fire on them they go down very fast.
And it is the opportunity for me to thank you for bloating my genes and xenotypes lists. /bow
Meanwhile, for players trying to deal with it, since it basically counts as fire, mechanoids should (counter-intuitively) be completely immune to the acid, and it's better to have a devilstrand duster than anything that is supposed to provide more armor on the outer layer. If you have at least 70% heat resistance on one piece of clothing (and you aren't hit in the hand), it's probably not going to be a one-shot downing. (Although because these are burn wounds, you're still GUARANTEED to get infections.)
Shouldn't be quite that much of a hit under normal circumstance, but the next version should be faster since it injects the render cache into the pawn object for the most performance critical functions.
@Wraith_Magus
Sticky Acid deals a base damage of 20. 0% armour pen. Can only hit external parts.
The vanilla one deals 30 with 80% armor pen, and will happily deal damage to your brain & heart.
Sticky acid applies 3% severity per damage dealt, so you end up with 60% severity (it the pawn hit is normal-sized). At 60% severity you will take about 30 damage. So assuming the pawn took full damage (no armour) they would take 20+30 damage.
Basically, less effective against anything with heat armor (lack of armour pen), less direct damage for insta-downing, but much better for attrition.
Iirc. you can tend the acid buildup hediff to make it go away faster.
https://pastebin.com/xScbayiC
Not sure if this is happening just to these two since I have yet to encounter the others.