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Rapporter et oversættelsesproblem
Great job on keeping the mod alive anyway Zal
Don't spawn: Some mods that add traits when a pawn is created may produce some issues. I found some in a mod that adds technological backgrounds.
Run and Gun: For some reason it just doesn't work with that mod, hope you can make it compatible.
Scorched: They can slightly heat up a small area around them, as well as throw a small fireball. They are immune to fire.
Frosted: They can slightly cool a small area, their melee attacks cause frostbite.Being in very cold areas does not impede their speed.
Giant: A slightly larger skeleton that has higher health, defense, and physical stats then a normal skeleton. Can pick up 10X it's normal carrying capacity. Can't wear clothes or armor. Moves slower then a normal skeleton.
Gifted: A more intelligent skeleton then normal. It has the same skills and passions as it did in life. It is able to grow skills like normal pawns. Because of this, they spawn as colonists instead of slaves, allowing to participate in rituals.
Added mod option to allow skeletons to wear apparel (default true)
Removed slave bed alert for skeletons
Support for [FSF] Complex Jobs
Skeletons unaffected by hypothermia (default true, mod option)
Skeletons cannot learn (default true, mod option)
Generated skeletons skills capped at 5 (default true, mod option)