RimWorld

RimWorld

RimRaces - Xotan Race
45 Comments
ILuvSilicon  [author] Jun 2, 2024 @ 8:41am 
Mod's been updated to hopefully fix the fully healed bug.
ILuvSilicon  [author] May 29, 2024 @ 2:33pm 
@scuffledTurnips
Thanks for the log and sorry for the late response, I will look into the issue over the weekend

@Spoetnik, @red
I will try to look into the "fully healed" issue, but without a log it makes it much more difficult. If you could post a log and by chance also provide information on how to reproduce the bug, it would be greatly appreciated.

@red
They should be baseliners, because this is not a xenotype mod. They are aliens, they should only have base genes, but different stats.
red May 21, 2024 @ 6:52pm 
what the last guy said plus theyre all displayed as baseliner
Spoetnik May 17, 2024 @ 2:45am 
@ILuvSilicon
Hi I also have the same problem, my pawns that are any of your races have the issue that it keeps spamming 'XXX is fully healed'
Commissioner Turnips May 10, 2024 @ 8:32pm 
@ILuvSilicon
Having the same issue. I removed all my mods except for H.A.R. and the Cruttun race. Same issue.
started up a test map, used dev to spawn in a Cruttun pawn and had another melee it with a knife. No injuries would bleed, and they can not be tended to unless something was cut off. but even then, it being cut off and needing tending to was not killing them. They also cannot be told to rest at a medical bed, as if they are not injured at all.

https://pastebin.com/c9Q4C1sd

I've never shared a log, or dabbled with mods at all until Rimworld. I hope that's what you need.
ILuvSilicon  [author] May 6, 2024 @ 11:06am 
@KepleR
I can look into it, but if you were to provide your error log and your current modlist, it would likely speed up the process.
KepleR May 4, 2024 @ 12:46pm 
Hello there, I'm facing an issue with your race mods (specifically Grodan and Xotan, might be possible to face with others, I have all your mods loaded) :

- A grodan/xotan crashed on my map injured,
- I put them in jail and heal them
- Maybe not even half health, I get spammed by the "XXXX is fully healed" notification while he's not, and it doesn't stop spamming until I free them :(

- Also it doesn't seem they're bleeding anymore

I faced this 2/2 times I had this situation, I didn't face this issue with other non modded races
ILuvSilicon  [author] Apr 29, 2024 @ 1:19pm 
Updated to 1.5. Didn't test it much, so be sure to report any errors you find.
Crystal Jul 2, 2023 @ 1:04pm 
Happy to help.
ILuvSilicon  [author] Jul 2, 2023 @ 10:48am 
@Crystal
Thanks for reporting the issue, the races should no longer be able to get appearance altering genes. Also, they should not get any other xenotypes besides baseliner or sanguophage
Crystal Jun 27, 2023 @ 1:51pm 
Okay I reloaded a save with the Xotan that had the gaunt head and after reload, his head's gone, but before the reload his head was there. https://prnt.sc/M4okZIH26KGg Gaunt headed Xotan.
https://prnt.sc/5FlsQjPe2jUe Now headless Xotan after save and reload.
Crystal Jun 27, 2023 @ 1:49pm 
Gaunt is a default Toxoid gene from Biotech itself, I changed a Xotan's head ingame to gaunt type and it looked fine. Okay I got it to reliably show up by spawning trading caravans using the incident type, I'm going to paste the logs because it's affecting Cruttun's as well. Here's a paste log of the Cruttun's it's affecting. https://pastebin.com/gseWgQFg Here's a picture of them: https://prnt.sc/o1wmwCMKFNgB From what I'm looking at, I think the game is spawning Cruttuns and Xotans as different xenotypes, IE neandrethal but only when they're brought as a slave by another faction? If I spawn Xo/Cru's normally they work fine.
ILuvSilicon  [author] Jun 27, 2023 @ 1:10pm 
@Crystal
It has likely someting to do with the biotech DLC. I noticed you use the Cruttun mod as well, do they also produce similar errors? Do you use a mod that can alter pawn appearance, presumably based on some xenotype, or turn them into animals (If so what is its name)? The error log showed something about Gaunt, is there some mod that you use that adds visual effects of gaunt or so into the game?

Also, I'd like you to try, even though it might not help, to put the race mods at the end of the load order.
Crystal Jun 27, 2023 @ 11:18am 
Yeah sure. Here's the modlist I'm using: https://pastebin.com/fjzVnNBK
I can't seem to reproduce it naturally but it happens with trade caravans, refugees, and such when they appear. They'll either be headless or a pink/colored square. It might be an interaction between other xenotypes and Xotan or one of my mods messing up, but it's always a Xotan pawn it happens too, or at least console says they should be a Xotan. I had one that looked like a Pig but was called a Xotan as well.
ILuvSilicon  [author] Jun 27, 2023 @ 6:04am 
@Crystal
Could you also provide your mod list?
Crystal Jun 26, 2023 @ 10:16pm 
Hello I'm using this mod and I'm having Xotan pawns shown up without heads and bodies and spit out errors at me. The pastebin included is a copy of what the log is spitting out. I believe this also occasionally happens with xotan body types but I'm not sure. https://pastebin.com/XMvh6E9i
ILuvSilicon  [author] Mar 6, 2023 @ 8:58am 
@The11thMemelord

The idea behind the races was to create something simple yet distictive that would fit into RimWorld. The art for them was based on concepts and aliens i found on the web. I wasn't going for anything specific.

One of the goals was to let people decide for themselves what fantasy they wanted. If I outright said what concepts they were based upon it could influence how people thought about them.

So I only gave them minimal context to explain their Stats and Faction integration.

Funny thing is I never actually intended to make four races, but I kept finding great concepts on the web and wanted to see how they would look in RimWorld's artstyle, later I realized that making just one race would not satisfy me.
GlakzorTheIndomitable Mar 5, 2023 @ 5:43pm 
im so glad you replied

by the way, what exactly is a grodan? they remind me of tortoises or gorons from zelda. did you just want to make a fat roswell gray to contrast with the xotans which are skinny roswell grays? am i overthinking the design here or is there something more to it?

if they are tortoises, please give them big spiky koopa-like shells.
ILuvSilicon  [author] Feb 24, 2023 @ 11:25pm 
@The11thMemelord

Bug with the color should be fixed now.
As for biotech compatibility, I can't do it even if I wanted to, since i don't own and don't plan to buy the DLC since i don't really care for the features and stopped playing RimWorld a while back and haven't found the spark to get back to it.
I however still care for the mods I made and will try to keep them up to date as much as possible
GlakzorTheIndomitable Feb 24, 2023 @ 3:22pm 
i'm getting this weird bug where the xotans have human skin tones instead of xotan ones.

this wouldn't happen if you made the cruttuns, xotans, etc. their own xenotype to work with biotech, so other modded races wont screw with the coding
Astraeximus Oct 27, 2022 @ 10:41am 
Now I believe only the ShadowRim is in need of an update!
Astraeximus Oct 27, 2022 @ 10:40am 
Thank you brother. I feel your pain on updating stuff as I'm a modder on nexus (under a different name to a different game) Finding time for things like this is quite hard.
ILuvSilicon  [author] Oct 27, 2022 @ 10:06am 
Mod was updated to 1.4, didn't have time to test anything so feel free to report bugs you find and I'll try to fix everything when I find the time.
ILuvSilicon  [author] Oct 27, 2022 @ 8:16am 
@StarGazer
Yes
Astraeximus Oct 27, 2022 @ 6:29am 
Are you gonna update all your races mods?
low:tone Sep 13, 2022 @ 10:43am 
Hey – I’ve noticed there’s a compatibility issue with your race mods (RimRaces standalones and Shadowrun) and QEE where the races are not cloned by QEE’s genome sequencer properly and produce base human templates. I believe the issue is due to the races missing a tag from the Humanoid Alien Races framework QEE references. I’m terribly sorry I can’t be more specific as I don’t have modding experience with rimworld myself, but this is what I’ve been able to deduct from what QEE describes as its compatibility process. Rim-Sirens might prove helpful in working out what is missing as this mod does have compatibility with QEE and its cloning. I appreciate it’s not at all expected for mod authors to provide compatibility as ultimately all of this is a hobby, but thought you might like to know because of the popularity of QEE and the fact this issue might affect compatibility with other mods that use HAR framework to draw upon your races.
CTH2004 Sep 4, 2022 @ 6:12am 
@ILuvSilicon

A collection allows people to easilly access them in a group, not merge them together.
And, if you have four, that's enough!
ILuvSilicon  [author] Sep 3, 2022 @ 10:22am 
@ClockworkC0rvus
Probably not, though I might change my mind in the future.
ComradeCorvus Sep 3, 2022 @ 10:15am 
Would you consider making a patch for your race mods to work with the NL facial animation mod? There's the vanilla expanded retexture pack out now that I think would work great with them.
ILuvSilicon  [author] Aug 10, 2022 @ 3:10pm 
@CTH2004
Making a collection out of 4 races seems kind of redundant. Besides, the entire point of separating them was to allow the player to choose which ones they want freely.
CTH2004 Jun 28, 2022 @ 10:32am 
you know, you have so many spiciese, ou should make a collection!
ILuvSilicon  [author] Jun 4, 2022 @ 3:38am 
@Shifter
Only in vanilla factions, excluding royalty
Shifter Jun 3, 2022 @ 7:20pm 
Hi there, I was just curious if you knew, since I don't actually know if it's in the mechanics or not, will these races spawn in among the regular factions? I know you mentioned Raiders/Traiders, but like for example will they also be mixed in the VE Factions that get added?
Fat nuts Apr 8, 2022 @ 2:23pm 
ooo okay) I hope to see more of your work sometime soon, these race mods have honestly been a staple of my modlists since you've made them))
ILuvSilicon  [author] Apr 8, 2022 @ 6:26am 
@Jirnu
If you are talking about more race mods then not any time soon. If something than probably just adding more head types.
Fat nuts Apr 7, 2022 @ 4:40pm 
anything else coming sometime?))
VU1 Mar 3, 2022 @ 7:41am 
Just wanted to give a heads up that this and the mod "War Crimes: Core" aren't compatible, it appears hen using both mods if this is loaded below War Crimes it completely bugs out pawn generation but i switched the other way around it causes further issues regarding medical procedures. Fantastic mod series though really do love your take on different species feels very immersive, just wanted to give you a heads up you might want to add "War Crimes" to your incompatibility list.
ILuvSilicon  [author] Feb 23, 2022 @ 1:02pm 
@TheGungeoneer
Fixing possible alignment issues is something i can't easily do. It would either require some clever c# and manual aligning or a ton of custom textures (which would be unreasonable)

Currently i don't have the skillset for c# or much incentive to do it. Sorry to disappoint.
TheGungeonologist Feb 12, 2022 @ 4:39pm 
recon helmet is a little to far forward on the head for the side model
Kokorocodon Feb 3, 2022 @ 10:05pm 
another nice work
Sossololpipi Feb 3, 2022 @ 5:36pm 
what if, snobbish empire aliens.
Diemos Jan 30, 2022 @ 10:13pm 
Same i love new races like this that dont go to far with mechanics are are just different in some way besides something extreme
Fat nuts Jan 29, 2022 @ 6:48pm 
bro i love this series thank you so muchh
doomerinthedark Jan 29, 2022 @ 5:18pm 
less go
Hamacelos Jan 29, 2022 @ 1:35pm 
keep them coming, loving the series, simple aliens that fit well