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I checked on random xml files and if you want to make an item locked behind DLC or a mod, you need to add to the line before the <defname> one MayRequire="(DLC/Mod's name)", so for a DLC, you need to write "Ludeon.Rimworld.(name of the DLC)".
For tagging items fit to be worn by noble pawns, you need to add a Royal and/or a RoyalTier tag to go with it. The tier tag to determine which royalty rank you'd need in order to wear it without mood penalties. That said, if you're looking for a loophole, you could make an eltex version of the elven circlet, since no matter the royalty tier your noble pawn is, eltex gear will always satisfy clothing requirements, provided the duds are of normal quality.
Hopefully that helps. Looking forward to a potential monosword variant of the saber and a hi-tech songbow if you do follow this post.
Could be wrong, but that's as good a lead as any.
1. Does the Circlet work for fulfilling clothing requirement for nobles?
2. Are there plans to add a monosword variant of the saber and a more high-tech version of the songbow? I have a mod that adds a high-tech version of the plate armor, along with some ultratech/spacer takes on VFE Medieval's stuff, hence that question.
Thanks for your time.
If I have an elf in my colony I like to dress them in mithsilk and give them silver or obsidian songbows, feels very appropriate and very refreshing compared to giving them the usual devilstrand stuff.
Does the songbow (or bow weapons in general) benefit from both the quiver and the ammo pouch from vanilla expanded apparel?
The ammopack and the vanilla bandolier both say "cooldown of all ranged weapons" but the quiver says "50% cooldown off of neolithic or medieval ranged weapons", making me wonder if there's a certain category that the songbow would have to be in?
I got this error while doing a quest, and I was worried the merc gunners the union sent to assist me would get stuck. Luckily, they left on their own but this was worth sending to you to check out:
https://gist.github.com/HugsLibRecordKeeper/2822eb39c223489c1747382d332457be
"FactionDef XR_High_Elves must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Elves of the Rim."
Also two more for XR_Wood_Elves and XR_Dark_Elves.
Thanks for the mod!
I dont want to craft them. I get them from Raiders but they dont go into any stockpile because they dont exist in the lists.
Xenotype are made, where Germline are born.
Exception while ticking lord with job RimWorld.LordJob_TradeWithColony:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref E85DDCB8] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Group.LordManager.LordManagerTick_Patch0 (Verse.AI.Group.LordManager)
(wrapper dynamic-method)