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Never encountered the thing with hunger, and there's nothing special here to influence that. Are you sure it doesn't come from some other mod? In any case, this was not being looked after for a while now. For most trouble-free experience i can recommend the Biotech fork mod by miniusAreas for now. ^^
This mod had wrong lifestage definitions, that's what was spamming errors here.
Which one do you restore?
Fluffy space raptors are back again.
If i'm going to, might as well "remake" it all into a standalone (fork?) mod for 1.5+. For now it's only a hypothetical possibility though.
Not fun times, not much hobby juice.
So turns out it is *not* properly updated to 1.5 and Mile won't finish it.
Perhaps someone else will fix it, I don't know how to at the time.
This patch has no errors in itself now, and once the base mod is fixed this should work.
Until then, if you really want this specific mod, can stay on 1.4.
Or if you just want avali, try the Biotech one?
There is some error spam in the main mod, though. And it doesn't utilize the new pawn rendering.
Other than that, apparently all works?
I'm out of Rim for the time being.
Vine and RimVali doing this kind of things all over the game is a reason why this patch exists)
Tribal start wasn't accounted for, to be honest, and can't be without droping the heat intolerance - that's why the base mod does so. "True to lore" Avali straight up wouldn't survive on a Rimworld without their equipment.
That said, you shouldn't be seeing unaugmented Avali normally. By design, they only appear in their own faction (where everyone would be augmented), or as occasional crashlanded and slaves on sale. They should not come as members of other factions. If they still do, we have a problem (or some other mod's shenanigans)
I've nerfed the thing for now, so you can continue your game. Unaugmented Avali have the same heat tolerance as the augment gave previously, and the augment just adds some more; clothing alone should be enough to survive.
But I notice some of the more primitive factions avali don't have the endothermic enhancers and I know that can help quite a bit
I do try to increase the world temp but that tends to ruin crops and all that, kind of hurting the whole tribal start. It's a hard thing to balance so I understand! But just wanted to address this because it's a difficult playthrough when all the traders avoid my area ahah
Made it for personal use, and shared just because why not. Therefore haven't done anything with it since finished the last Avali run. Seems like i have reasons to revisit it again.
That problem I think I know, just haven't encountered enough to bother at the time; I believe the reason is they're extremely heat intolerant here. They get dangerously hot and that may send the caravan away. To be sure next time check those caravan avali: what's their status (slaves?), what they have equipped and what's their temp tolerance?
As a temporary fix, just increasing their maximum temperature should help. Or settling in colder areas.
Proper fix i'll need to think about.
I do wanna ask a question, is there anyway to fix the trader caravans? I've tried to make my colony's in the more hotter climates, even in Jungles or Temperate forests, the entire caravan would leave when there's just one avali in it. Is there any way this could be fixed because in all my playthrough''s I have to chase down the merchants.
I don't care about CE.
My bad.
Should be fixed now.
But, no idea when.
RimVali currently is in deep work-in-progress state it seems, hence not really playable yet. And the devs are busy elsewhere so it's going slow.
Perhaps related to that mod, perhaps a HAR bug, or perhaps just a very very rare but normal chance.
Can't do much about it as have no idea what does it. Too rare to track meaningfully.
Thanks, will try to figure that out. Also, in next update there will be a significant change with xenotypes.
Still, I may continue this to have a more vanilla-friendly "alternative"