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Anyone playing this; feel free to continue playing it for the weapons. But, if you want a bug-free stable version with everything working, I strongly recommend waiting for the next mod.
The new mod will also have a testing version as well, which - unlike this one - will be actively sustained.
For 1.4 users, any additions will be in the legacy "Terrasecurity" mod, which I may add things into from time to time. But most of my focus is shifting to the upcoming 1.5+ release.
Aiming to push a fix later today.
This issue also happens when you select a spot for a tree to grow, but a different tree grows right by that spot before the seed is planted; trees aren't allowed to exist directly by one another, so the game freaks out. This can happen in vanilla with the Gau seed.
That said, the transposer code is nearly identical to vanilla brewing. My guess is, the sap that was going to be inserted (or an amount of it) doesn't exist, or two pawns are trying to use it.
Make sure no other pawns are trying to load it, and that the glowsap isn't being targeted/used by another pawn. Additionally it's possible the glowsap doesn't exist anymore.
If none of that helps, please post the Devmode error message that pops up when this happens.
If it is not there, then there is certainly something wrong and I would suggest to unsub and resub to the mod.
The terratech research bench is under "production" since it's your initial way to access the mod. It does not show up when you start up as a colony with an Industrial+ tech level (like Ur-Boards, or Pemmican). You can tell the difference in Scenarios, new tribe = neolithic, new colony = industrial.
You can still craft them at a bench if you really want them, but you'll have to use DevMode for them to properly work (what to do is in the research description).
This is an easy enough fix, and I will try to push out the workaround soon.
Should everything play well, this will be published as the main mod a week from now.
Full changelog from the main version until this point can be found in discussions.
Average weapon: You craft weapons with decent crafting skills and materials, but they have higher damage and decay normally.
Grown weapons: Free weapons with no materials required, but they are weaker than their counterparts, and they have a lifetime limit.
This decay can be expanded - or even removed - in the local update via special means. So if you would like a way to stop their growth, it'll be possible.
Regardless... I can look into it and see if something like that (cold not stopping decay, but rather slowing it) is both easy enough to add, and wouldn't put too much load on the game.
Your idea sounds neat, but it's not something I could do.
The mod will also get re-uploaded and renamed from "Terrasecurity" to "Terratech" (or something like that; still weighing the names). It's moving beyond just security, so a rename is needed.
Sadly I have no way to resolve that problem at this moment. But I can @ you again (if you want) as soon as the update is pushed?
That said, the Stake/Spear Turret should be usable, as it's the turret the scenario starts out with.
Try to get Steam to update Rimworld workshop, or unsub/resub to the mod. Otherwise, it's a problem on your end.
1: the mod says to not use for long playthroughs simply due to updates that may or may not break a defor change something. if you want to anyways though, go for it!
2: I accidentally set a parent XML plant to have 70 fertility min instead of 7.0... whoops. It's fixed, sorry! this is why this testing version exists, for making sure things like this are caught and squashed.
Changing the durability system, shooting withers the gun to the one shown from this mod where the plant withers away in a certain time is really neat. I like that my colonists can still shoot as much as they need in the heat of battle or hunting but still keeping the function of constantly replanting new terra guns.
Love the new content added. The idea of evolution on the different weapons is really neat and hope it expands to the other weapons. As well as the addition to the new starting scenario which I can't wait to fully commit on soon.
Overall as much as the mod says not to use it for long playthroughs, I'm still going to try it out and beat anomaly with other tribal mods like seal of the spirits and many more. Keep up the great work and I hope you stay safe out there and try not to stress too much on this mod.