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I am doing a somewhat hardcore modpack for myself to use. It includes having a mod that makes beak things spawn everywhere + in game modifier to make more animal nests in general.
Will that compute and not break anything?
Thx
I started new game recently with this and Kaizo. I gave loading priority to Kaizo but started wondering, if they overlapp at all? Will I miss anything out of this mod if it loads before Kaizo?
You can safely run both Crunk Tweaks and the Unofficial Patches mods, I do myself. Crunk does have some incompatibilities, but it should be pretty high in any mod list/load order while Symbiosis should be much lower, which means any changes will be overwritten by the ones in my mod except a few inconsequential ones like the age of the Settler's Pup.
My hours got cut at work out of the blue, and my boss is having a rough time, so that seeped into the workplace, and I guess towards her schedule making decisions, and I guess I was considered the unfavourable one.
But, I just downloaded Kenshi on my new computer so I've been chilling, but so much time away from doing something productive is rough on my mental state, not really sure how to put it but, we can all relate to having the side quests of life be in the way of the main quest of life lmao. Good or bad, we ain't multitasking robots, so keeping your eyes on what really matters to you is how you'll keep your head straight I reckon. Don't rush stuff bigguy and keep up the good work! I'm rooting for you in the Kenshi scene and IRLs.
Side question any compatibility planned or like patch added for "Animals, animals, All kinds of animals" or any other mod that adds various animals?
The image texture is the same as the garru backpack from base game, for both the icon that is generated by your mod, and the ones generated by "Animal Backpacks"
UWE calls them paracers for example iirc, which is a contraction of the name for the extinct real life inspiration the cage beast the Paraceratherium. Could use that or come up with something else that refers to Big Animal without sharing a name with the pre-existing behemoths. Or dont since this is a nitpick
As for the crash, my game currently has over 120 mods installed, and it's possible that my game itself is not particularly stable. Although it's true that the game would definitely crash after removing this mod midway.
Additionally, my crabs frantically try to devour any nearby corpses (not sure if this is from a mod or vanilla). It's interesting to watch them clean up the battlefield, but this doesn't restore their satiety.
Regarding the crash: After removing the mod and loading the save, the game would crash after about 2 seconds even if I didn't make that Beak Thing move. At that time, my base had 1 Great White Gorilla, 4 Beak Things, 2 crabs, 1 pack bull, and 1 bonedog.
machine translation
If you're really sure this mod isn't the cause, I won't bother you again.
Does this mod cause animals on the bed to get off the bed after loading a save?
HOWEVER: Martial arts appears to be bugged when fighting, at least from the front. It's not the weapon reach as MA is longer than the shortest swords, but something causes MA to lock up when head to head with an elder Behemoth, and I'm thinking it may be related to the animal's animation jank.