RimWorld

RimWorld

Rim-Gnoblins
177 kommentarer
Stevie Wonder Gaming 7. sep. kl. 10:46 
Idk if this is intentional but the gnoblins are sometimes calculated as extremely low wealth (like 150 to 400 per guy instead of like 1750 for basically the same guy standing right next to him), meaning that for raid calculations I've been getting like 3 goblins were there would have been one human, and these three goblins are all kitted out like any normal raider. Maybe it's just me (and I am playing at 250% threat) but it's a bit ridiculous gameplay wise. And I have no idea why some are counted as being so low value, sometimes it's a child that's 300 wealth, sometimes its a 30 year old. I devmode spawned some raids and it's about 25% of the gnoblins are less than 500 market value in their info tab. The wealth calculation just says "character quality x10%". I can only assume it's a problem with me right now and my weird amalgamation of mods but if someone can enlighten me as to wtf is going on I'd be thankful.
Schadock [The Angeloids] 29. aug. kl. 5:02 
a mod called "Talias Brewery" made it so they can do multiple processes in one building, hopefully you can copy that to do more body types
YANnima 23. aug. kl. 23:45 
xqc
Nicathaniel 21. aug. kl. 2:09 
Oh, and how can I get them to ferment dwarfs, elves and hobbits in the Lord of The Rim setting? They only work with human humans. And since only elves and dwarfs attack me, my gnoblins are dying from lack of drugs.
Nicathaniel 20. aug. kl. 15:22 
I have no research tab for gnoblin stuff, what did I miss or do wrong, please?
doshwopitout 10. aug. kl. 21:02 
Any chance you can move the Gnoblin research to the main tab instead of a separate one?
штефик 31. juli kl. 10:50 
love those little bastards
cwan 19. juli kl. 2:42 
@Vex Thank you :)
Hammer Goblin 18. juli kl. 13:59 
Nheheheheh! -Goblin noises-

Read the Desc, can't wait to see Skaven-like xenos.
kongkim 18. juli kl. 11:57 
Cool thx :)
Vex  [ophavsmand] 18. juli kl. 11:40 
@cwan @kongkim Fixed!
Schadock [The Angeloids] 18. juli kl. 5:30 
@Vex the maker of the "[SYR] Processor Framework" mod is experimenting with adding multiple processes on one building, worth keeping an eye on.
kongkim 18. juli kl. 3:52 
Yah get same error as below.
cwan 18. juli kl. 2:36 
This is the error Phant0m5 mentioned: Config error in Gnoblin_HeavySoldier: required apparel can't be worn together (Apparel_PlateArmor, VFEM2_Apparel_HeavyLeatherArmor)
Schadock [The Angeloids] 17. juli kl. 8:48 
@Vex Bah i guess there is a downside to the update, should i find a workaround ill let you know tho
Vex  [ophavsmand] 16. juli kl. 23:21 
@Schadock [The Angeloids] VE framework changed their processing code, so it no longer accepts multiple ingredient or ingredient categories.
Bobbarækus 16. juli kl. 20:52 
The drug addiction is simply too hard to manage in a stone age/neolithic game. They don't start with dreg coffin knowledge and all the gnoblins are dead/dying from withdrawal before it can be researched with the basic research spot. Not to mention the heat required - if you start in a biome hot enough for the dreg process to work without constantly refuelling bonfires, corpses and meat begin rotting almost instantly. Definitely a great race, but the genetic addiction doesn't feel balanced for anything but a standard/high tech colony.
Schadock [The Angeloids] 14. juli kl. 8:04 
is it normal for the dreg coffin to only allow "humanlike corpses" and no longer animal or insect ones?
Battl3bee 12. juli kl. 14:21 
no way my ranked teammates are in rimworld
Phant0m5 10. juli kl. 2:39 
So it seems there's an issue with the heavy soldier when VFE Medieval 2 is installed, because the heavy leather armour and the vanilla plate take up the same clothing slot and they're both required apparel. Throws a red error.
Potato Gaming 2. juli kl. 13:44 
Suggestion: the gnoblins talk about their lives, (if living in a mountain) talk about how they live in the mountain, and etc. also make it work with text bubble mod :steamhappy:
Comestibles 28. juni kl. 12:59 
true
Bloodyfist 27. juni kl. 21:02 
VeF has been changed so these mods do not work with it
saibher 27. juni kl. 15:11 
@Walshe I also had this issue. disabled mod and it fixed the problem.
Vex  [ophavsmand] 27. juni kl. 11:20 
@Vectrix Oh okay lmao, though tbh I think the base intimacy mod covers everything pretty well from what I've seen, and I'm not the best with #C cross-mod patches so I don't wanna break anything.
Vex  [ophavsmand] 27. juni kl. 11:18 
@Walshe It sounds like an issue with your game itself, try repairing your rimworld files.
Walshe 27. juni kl. 11:00 
Your mod is currently unplayable to me in 1.6, when i try to start my new colony and i choose the scenario i click "next" and the button doesn't work, in the beginning i thought it was conflicting with another mod since i'm using with other 30, but when i tried to only use Gnoblins, VEF and Harmony the problem persisted
Vectrix 26. juni kl. 17:08 
i did not mean it that way it was just me saying i thought you might like this new mod with yours
Vex  [ophavsmand] 26. juni kl. 16:29 
@Vectrix I'm not adding forced handholding.
﴾HMCS Québec﴿ 26. juni kl. 10:32 
Vanilla Expanded Framework has been updated and it seems they've changed quite a bit of things. Mods that use VEF gotta be updated to match it.
https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes
downhillchaos 24. juni kl. 1:43 
how am I supposed to get more of them if they are so ugly lmao
Vectrix 21. juni kl. 17:07 
can you add any compatibility with the intimacy mod
Bloodyfist 19. juni kl. 23:36 
Thank you. and i really hope skaven is in the works. Love skaven
Vex  [ophavsmand] 18. juni kl. 15:21 
@Bloodyfist Everything that doesn't need VFE still works fine.
SanguineStevey 17. juni kl. 12:41 
can you add Hobgnoblins a stronger, faster, smarter and taller sub-species and genetic evolution with above average human lifespans
Bloodyfist 16. juni kl. 21:30 
Was confused with so many things being updated but the mods they require are not. So how do u know this mod will work if u cant use it.
Vex  [ophavsmand] 16. juni kl. 13:15 
You don't, not yet at least until it does update.
Bloodyfist 15. juni kl. 18:57 
How to run this since vanilla expanded not updated?
Vex  [ophavsmand] 14. juni kl. 9:21 
Thank you! Glad you're enjoying it!
Tybo 12. juni kl. 13:15 
Thanks for the super quick 1.6 update! This mod is one of my all time faves!
zeus57007 26. maj kl. 13:59 
I'm not a g-noblin, I'm not a g-nelf, I'm a g-nome, and you've been gnomed!
Inerael 23. maj kl. 9:02 
Looks great ! Thanks you ! Does someone know if it add a goblin faction ?
Ayna 7. feb. kl. 20:57 
are gnoblins what you get when you mix a goblin with a gnome? :P
AnaeL- 2. feb. kl. 10:12 
thats bad.
Vex  [ophavsmand] 17. dec. 2024 kl. 9:34 
@Nickolok Yeah but it won't be out any time soon, life be strangling me fr
Nickolok 15. dec. 2024 kl. 21:37 
Do you still have plans on making a skaven race?
Vex  [ophavsmand] 5. dec. 2024 kl. 8:42 
@Nonamo I'm seeing them spawn fine with vanilla rates. Xenotype Spawn Control is a bit wacky, it's either some kind of issue, or a settings cache bug.
Lulu 4. dec. 2024 kl. 19:07 
I'm running Xenotype Spawn Control, and noticed the various Gnoblin_ pawnkinds are set to 65% baseline, 35% Gnoblin; and I would think most if not all of these would be Gnoblin exclusively. Is that intended, or is XSC maybe changing the weights?
For Factions, I'm a bit amused to see Pirates and Savages have Gnoblin set to 1500% and 9990% respectively - some presumably that's as expected :mhwhappy:
Not entirely sure how pawnkinds are used, other than maybe spawning for events or colonists?
Ведро 28. nov. 2024 kl. 1:08 
Yes
Vex  [ophavsmand] 27. nov. 2024 kl. 19:22 
The gaunt gene?