I think that every religion has the Priest role, a priest can try to convert someone to their religion, so if you want everyone to be mole-people, you can sic the High-mole priest on them. Also, some religions are "tolerant" and just become happy if there are many religions. (like, special wooden animal totems, and Spikey-Cyber seats)Įvery pawn belongs to a religion, and will become upset if the colony does things against the religion, and happy if you follow it. Pawns of that culture can build items in that style, also, there are some unique buildings per style. Styles: There are like.4 styles, and a culture has 1. Special appearance, like unique beards for the cowboy faction Preferences in: weapons, Animals and apparel Relics: Super weapons that have a quest line to obtain, Don't have them yet, so don't know if you can actually wield them Buildings: Every religion has some unique things you can build, mostly to help with rituals, from what I've seen Rituals: Kind of like parties used to be, you can order rituals at ritual places, these can vary from "party at Johns table" to "Respectful Funeral" to "Sacrifice a Slave and eat him!" These peeps get extra abilities to do, have extra needs and are sometimes needed for rituals Roles: Every Culture has 3 or so roles, like, priest or leader. Precepts: basically, opinions on things, like: "Cannibalisms => good / bad / mandatory" or "Female clothing => Bikini only / Burka" or "Tree cutting => good / bad" There are a few "religions / cultures" active in the gameworld (and you can create your own variant too) and these have: In 1.2 and earlier you'd need to luck out/mod everyone to have the cannibal trait, right? Does the religion push everyone towards its ethoses (ethe?!)? So do the new religions allow you to enforce certain traits on your colonists? So, just for example, you want to make a cult of sadomasochistic satanic cannibals. This should help my mole people stay healthy as they prefer fungi. Thank you!! I successfully made some fungal gravel in a dark area and planted some nutrifungus. Nutrifungus are the fungus you're looking for and are an option from the grow-area dropdown Place one of those signposts that really look like a grave marker inside an enclosed area, and you can select it and customize the animal enclosure.Ībout your mole-problems: I don't quite know, as I'm raising Sun Feminists, but I do know that the enclosed area must be completely dark for the fungus to grow. Under architecture you can find general fences and gates under Structure, but this isn't enough to make a pasture, if you look under Architecture->Misc, you'll see a little grave marker between Grand Steele and Ship landing beacon. Any ideas what I am missing? Also I can't find the animal pen tab anywhere. In Moletown my underground Molepriests loooove being in caves but I can't figure out how to grow fungus? I even made the fungal gravel but it didn't seem to do anything.
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