RimWorld

RimWorld

Aspero Race
65 Comments
MoonDoggie Jul 11 @ 8:31pm 
Awesome work
Greiger  [author] Jun 28 @ 10:59am 
I have also unfortunately at least for now nixed the idea of a version that removes the Humanoid Alien Races dependency. While it's possible there are number of things I just can't seem to be able to do without the HAR dependency, and I wasn't satisfied with the Frankenstein I had created.

Maybe sometime in the future, but if that happens it would be listed as a separate mod anyway.
Greiger  [author] Jun 28 @ 10:47am 
Updated to 1.6 seems to work. But for now requires the in development version of HAR until they finalize the changes to the workshop version. The dev version can be found on the github linked on their main page or here https://steamcommunity.com/sharedfiles/filedetails/?id=2640710953
Greiger  [author] Sep 23, 2024 @ 12:36pm 
Well the mod was actually made before that, technically I've been working on it since before the first DLC. I am looking into turning them into a full xenotype race, but I like some of the features the Alien Races framework brings to the table, (Tails and horns actually being a bodypart for example) I'll have to look into if and how they have implemented that into xenotypes.

At any rate if it's done I would either wait until there is a save breaking Rimworld update or DLC, or I'd release it as a separate mod, for the sake of not breaking people's saves. Going full xenotype would also make the mod require biotech, which unless HAR changed it should not require any DLC as it currently stands.

I absolutely need to do a equipment pass on the colonists, when the mod was first created I didn't fully understand pawntypes. But work and illness has been keeping me busy.
Feral Silver Jul 27, 2024 @ 6:16pm 
So question, i know this mod was made around the time biotech dropped and therefore the pawns themselves are split into a faux xenotype and a separate alien race.
I was wondering if it was time to just have them be the xenotype. At current, they're only baseliners with extra genes, so they pop up even if youre doing just a base crash landed start.
Also sidenote, there might be something wrong with their starting values i keep getting colonists with biocoded weapons and full flak everything.
I really like this mod just asking for a little polish
Greiger  [author] Apr 11, 2024 @ 6:46pm 
1.5 compatibility should now be done. It at least doesn't show 3 pages of errors on load anymore.

Tentative Anomaly support is also in, but it's mostly based on a number of assumptions, as I don't think anyone myself included has managed to more than scratch the surface of the new DLC yet.

Aspero should function more or less the same as a normal human when it comes to Anomaly content, but be aware it has not been thoroughly tested.
Greiger  [author] Apr 11, 2024 @ 3:54pm 
Just got home from work, I plan to update soon. Wanted to do the DLC updates if any were needed and the 1.5 updates all at once. Right now I'm at the point of trying to run it ingame and see what needs to be done to update.

I don't think it will take too long, but sometimes simple things turn out not so simple.
Wubwub Apr 11, 2024 @ 10:21am 
Yo! Is this gonna be updated for 1.5?
Greiger  [author] Jun 16, 2023 @ 4:21am 
Sorry been away a bit work has been keeping me busy. From what it looks like I think it has to do with the genetic settings, seems skincolor genes are overriding the racial colors. I should have a fix later today or early tomorrow.
DRAGONHANDS May 1, 2023 @ 1:47pm 
Hello, I'm playing on 1.4 (with Biotech) and all of the aspero starter colonists being generated have the same golden skin (scale?) color. Last time I played with this mod, they all had different colors. Is this a bug or a side effect of Biotech genetic settings?
King Maelstrom the Esoteric Dec 26, 2022 @ 4:10pm 
I need one of these to be a time traveling dino-cop.
Yajaw Nov 23, 2022 @ 6:07pm 
After a few more tests it seems like the glitch is not specifically related to this mod.
I'll keep trying to locate where the problem is. For now don't worry about it.:steamthumbsup: Thank you for your reply!
Greiger  [author] Nov 18, 2022 @ 9:38pm 
Hmm since it sounds like a texture bug and I was working with textures at the time I was hoping that would fix it. No such luck I guess.

Any red errors on startup? If not can you try having dev mode on in the options when you load the save?
There should be an error being thrown somewhere talking about a missing texture. That's what causes those squares, It should tell me what bodytype isn't playing nice, and might even tell me exactly what's wrong.
Yajaw Nov 18, 2022 @ 12:08pm 
Unfortunately the problem remains. I also disabled all mod except Harmony,HAR and Aspero and loaded the save file but the purple square remained. I'll wait for further update. Thank you for your effort anyway!
Greiger  [author] Nov 18, 2022 @ 3:34am 
Update out! Give it a try and see if it still happens! I did a quick gameplay test and didn't notice any issue, so it may have been related to HAR updating to include the new features, and me not having pushed the update yet.
I have access to rimworld at work but none of my mod files, so I had to wait til I got home to push the release.
Yajaw Nov 18, 2022 @ 3:12am 
I just found that the glitch also happened to characters who are not wearing Bun mod stuffs so it's probably not related to Bun mod essentially. I'll wait for your update to see how it goes. Thank you for your work!
Greiger  [author] Nov 18, 2022 @ 2:57am 
I'll take a look at bun race and see if I can figure it out. It may also be that HAR just updated to improve all the biotech fixes. It may be related to that. I plan on releasing the update in an hour or so barring any issues, so if it's an easy fix I'll roll it into the update.
Yajaw Nov 17, 2022 @ 1:57pm 
Hello! I use this mod and Bun Race mod together and Aspero people have texture glitch when they wear armor/clothes from Bun race mod (body becomes purple square.) Is there any way to fix it? I really want to keep both mod active! Thank you! :steamthumbsup:
Beretta Nov 14, 2022 @ 11:49pm 
I really appreciate your answers and works!
Greiger  [author] Nov 8, 2022 @ 8:50am 
There is a hurricane coming, I don't want to leave folks hanging if I lose power/internet for an extended period, so I threw together what should a quick fix for the missing texture issue.

Please note that this is not a complete biotech patch, but it should fix the bigger things. Genes, especially ones that force a bodytype Aspero currently does not support (fat or thin) or significantly change a creature's sprite (like furskin) are still likely to cause missing texture problems.
Greiger  [author] Nov 6, 2022 @ 9:52am 
Oh and for those who don't have the DLC, don't worry, the xenotype stuff has a fallback to not break for those who don't have the DLC. Just if you have the DLC I plan on making many of the Aspero's stats gene based so that you can perform genetic shenanigans to modify their stats.
Greiger  [author] Nov 6, 2022 @ 9:48am 
At the moment I have a version mostly working but I am waiting for the additions in the Humanoid Alien Races Dev branch to be merged into the mainline since many fixes I am putting in needs the new DLC compatibility code.

The version I am working on currently includes child textures, a potential fix for the missing female texture, blacklisting for genes that don't work with the custom head and body, as well as their own xenotype to go along with the race, though I'm still working on making sure the xenotype shows up properly on all members.

Unfortunately most of that relies on the HAR dev version code, as there is currently a lot of HAR DLC compatibility features still in testing,

That said, I'll see about getting together a version that includes just the DLC texture fixes, once I get a day or two from work. Doing most anything gene related with them would still probably be very broken though until HAR proper updates.
Beretta Nov 5, 2022 @ 4:00am 
I really love this mod, but it's broken with new DLC. Baby and Child body are broken and sometimes grown-up body is also broken. Can it fix?
Greiger  [author] Oct 21, 2022 @ 9:35pm 
1.4 released! Be aware that currently things are very broken with Biotech however.

Unlike 1.4 few modders had a chance to mess hands on with biotech features. It doesn't seem to crash with biotech active, but I wouldn't expect a serious game, until HAR and race modders can catch up!
Greiger  [author] Oct 17, 2022 @ 6:27am 
Bad news! Game breaking things happened! More like a HAR update happened while I was at work and that broke things again. The hazards of working with dev versions.

The changes will ultimately be a good thing from what I understand, but I am unfortunately struggling to find any examples or documentation that tells me how to fix these new errors brought on by the changes. If I'm understanding correctly a number of crucial things were moved into a system I wasn't really using, so it may be a bit to figure things out.

Trying to puzzle what I need to change out by looking at the HAR github code, and my own errorlogs is not getting me much results. So sadly the ETA to completion is back to being a mystery. I'd guesstimate much closer to 1.4 stable release, because even if I fixed this today until I can work with a stable version of HAR upgrades to HAR systems could break things at the drop of a hat.
Greiger  [author] Oct 16, 2022 @ 9:52am 
Good news! Upgrading to the 1.4 version of rimworld and the new update of HAR Framework ended up being less time consuming than I expected. Currently have a 1.4 game running using the har dev branch that does not appear to be having any (obvious) errors.

I do want to run my test game a little longer before release, so I will do a bit more testing after I get off work, but assuming nothing game breaking happens I'll have a preliminary version (with Seanggag's korean translation) uploaded sometime around early afternoon tomorrow the 17th eastern US time.

I'll likely need to put some more work into it for proper 3rd DLC implementation once that drops. Because it currently looks like I might want to make custom sprites for the kids. But from what I understand from HAR even then it should still *technically* work with the DLC. Kids just might look funny.

1.3 version should still work fine even after update.
Greiger  [author] Oct 15, 2022 @ 6:32am 
Sorry for the late response, this mod isn't super popular so I just check in once a month or so nowadays. :)

Thank you for the translation! I'll see about getting your translation built in with the update I'll probably have to run with 1.4 and the dlc. I plan on waiting for the dlc to become available to see just how much it changes since this dlc from first glance feels like it's going to be changing how alien races work significantly, and I'm worried that just prepping for 1.4 won't be enough.

The Humanoid Alien races mod itself also appears to be changing significantly, at least from what I could tell in a quick run of the dev version, and the massive wall of red I got trying to load up my mod in it.

If all of that looks like it will take a long time (I don't have the free time I had when I first made the mod) I'll throw your translation on in your very own standalone update. But hopefully things won't be too difficult!

And thanks again!
Seanggag Aug 9, 2022 @ 12:49pm 
Greiger, I made a Korean translation. I have no plans to upload translations to the Workshop. I would like to pass it on to you directly. here : https://drive.google.com/drive/folders/1bXkFuhr-ez8LMCoOF23JkBElEcoUcCBV?usp=sharing
Greiger  [author] Jun 2, 2022 @ 2:45pm 
They have a low cold tolerance so the factions themselves likely won't show up outside of summer, but they should have a few sprinkled into the vanilla outlander and pirate factions and have a low chance of arriving with those groups year round.

For the technical, most vanilla pawns have a weight value of 10 or so, Aspero are patched into those at a weight of 1 or 2.

As for other modded factions they shouldn't join those unless the other factions also pull from the outlander or pirate groups for their pops.
Akula May 18, 2022 @ 1:45am 
How often do Asperto come around as enemies or as parts of missions as recruitables? I started a colony near the two asperto factions and I've only seen one asperto as an NPC so far
ArockDino Dec 19, 2021 @ 10:44am 
just make it so thay cant were helmets. there proud dinos helmets are for the week
Ernest the Wanderer Dec 19, 2021 @ 10:01am 
I like it its very cute
Greiger  [author] Dec 19, 2021 @ 2:16am 
That was more or less their original design plan, way back years and years ago when I first started doing the spriting I wanted to make them more dinosaurlike. With the taller noses, but quickly found that I couldn't make the heads look proper theropod-like while keeping things like helmets even fitting remotely right, and I didn't want to require custom helmets or gear.

Some helmets still can look kind of off, but it's better than it used to be. Before they're noses would either be coming straight out of the fronts of hats and helmets in ways that didn't make sense, or they would have tiny heads. So I shrunk their noses down quite a bit, and because they already all had horns, that ended up making them look more like dragons than dinosaurs.

Not that big of a deal to me, but that's why their backstory relates them to dinosaurs.
ArockDino Dec 18, 2021 @ 7:06pm 
it would be cool to have a rivile race like t-rex
Ernest the Wanderer Dec 8, 2021 @ 4:54pm 
one letter off from asperg
DRAGONHANDS Nov 23, 2021 @ 2:23pm 
No problem ^ ^ !
Greiger  [author] Nov 23, 2021 @ 1:04am 
There should be a space there Thanks for the report! Should be fixed soon!
DRAGONHANDS Nov 17, 2021 @ 12:10pm 
this is a very minor issue, but: the leader of the NPC aspero factions is titled "AsperoOverseer" on the factions list. should there be a space there or was that intentional?
DRAGONHANDS Nov 1, 2021 @ 2:36pm 
@Greiger yeah, I'm not judging people who are into female-only kemonomimi races and such, but it's not really my thing. So I'm glad this mod was made!

I'm glad they have a chance of spawning with other factions! The aspero pirate faction on my current save spawned with a whopping 17 bases across the map, so I'm hoping they'll raid me once my base is able to handle it
Greiger  [author] Oct 30, 2021 @ 6:17pm 
@Griffon Dragonhands Yea I see a lot of races that are interesting concepts but then do odd things like make them all female with overly sexualised bodies, or add way too much additional stuff.
That's all good and well if people like that, but I'm sure a lot of folks also like the mods that aren't over sexualised or load up a bunch of extraneous features.

As for getting these guys, one or two should show up randomly with other groups like outlanders or raiders. Their own raider faction and friendlies generally only have a chance of showing up in the summer months, because of their low cold tolerance. You could also embark with the somewhat basic Aspero scenario, or use something like character editor or prepare carefully to spawn some in with other scenarios.

Hope you enjoy them!
DRAGONHANDS Oct 29, 2021 @ 5:54pm 
I see a lot of race mods that are just girls with animal ears and tat's not quite my style, so this mod looks perfect for me : D hopefully I'll be able to recruit some of these guys!
Jegon Chéserex Sep 1, 2021 @ 10:28am 
that's understendable, and start to give me an idea of an UI displaying parts and damages of the pawns on the medical tab, but more visually, could be interesting but I'm not good at doing anything like modding >w<
Greiger  [author] Aug 31, 2021 @ 1:31pm 
Haha one of the first things that happened in my first real playtest colony with Aspero way back when is that they all got their tails shot off. It's why I decided to give them so many options for replacement tails.

I think the reason tails on Aspero and other races end up being destroyed more readily is a combination of there being no vanilla armor that protects them. As well as being attached directly to the torso but not having any child parts themselves that hits could be distributed among.

In the case of Aspero, their tails are the same coverage size as their leg. But the leg has a chance of the shot hitting the foot instead, saving the main leg bodypart from absorbing all the damage itself. Tails have no such additional parts to absorb damage from the main bodypart.

At least that's my theory on it.
Jegon Chéserex Aug 31, 2021 @ 5:13am 
alright, I'll check that when I'll play today or tomorrow, glad that I may helped in a way, your mod is amazing, oh and a little note, don't know if it's something with any of my mods but the game tend to make the probabilities of shot in the tail extremely high, both for animals than Aspero, wish is making things difficult as they get it shot off so easily and so far impossible to haverest tails from prisoneers despite a few mods that should make more things avalable to haverest (I really love their look, especially the blue ones, so lovely!)
Greiger  [author] Aug 30, 2021 @ 8:25pm 
@Jegon Chéserex Just saw your post in discussions. I'm afraid I have the night owl trait so It took me a bit to see.

Starting up with dev mode active I see the errors as well. I knew about the backstory one, but the one with null values for apparel is new to me.

Good news is both are harmless. Further good news is I'll see about getting those sorted now. Now that I have a bit more experience with backstories and scenarios I think they should be an easy fix. Thanks for the report!

EDIT: The issue should now be resolved. The null materiel seems to be CE related and I'll look into that separately.
Jegon Chéserex Aug 30, 2021 @ 3:24am 
is there any new update going on? when I try to start a new game, with the new scenario, it give a few errors concerning backstorry or something
Greiger  [author] Aug 24, 2021 @ 5:12pm 
Thanks to Diana Winters of the Orassan mod I'm getting tongues added. Unfortunately I think because Aspero have more racial parts than Orassans it does not appear to be 100% effective at preventing the shuffling of bionics. But it seems better than my first attempt so I'm going with it.

If your bionics still get shuffled you can turn on dev mode in options. Hit the dev tools at the top of the screen and use the add and remove hediff buttons to remove the bionics and then add hediff to put them back to their intended locations.
Greiger  [author] Aug 24, 2021 @ 1:30pm 
Tynan added tongues to the human races, and because it has functionality I (and other race modders as well) also have good reason to add them too. However adding bodyparts to a modded race causes bionics to shuffle around on existing saves. Which is not good. In my own playthrough one of my Aspero now has a prosthetic leg on his toe.

Tynan from appearances avoided the issue with code shenanigans that I don't have access to. I'm going to spend some time searching for a solution to the problem, but if it becomes clear that it will be unrealistic to avoid bionic shuffling (or if other modders begin to just power through) I'm afraid I'll just have to rip the bandage off and just do it. To at least keep the number of times people with multiple races have to enter dev mode down to a minimum.
Greiger  [author] Aug 14, 2021 @ 2:50pm 
That was just done by Benji from the Alienraces discord. They volunteered to make one after I mentioned I didn't have a proper title image and they put that together in about an hour. They did great work!
Benji Aug 14, 2021 @ 2:44pm 
wow! thats such a nice workshop title image :ryouta: