RimWorld

RimWorld

Oni of the Rim - Race mod
134 Comments
Croockers47 Jun 29 @ 11:09am 
Fair enough. I do love setting up an ideology with venerated megaowls and then breeding a bunch of them before sicking them on my foes. Will be even better if they can fly.
Tarojun  [author] Jun 29 @ 10:34am 
Oni themselves don't fly, despite having a feathery attribute, but the Mega Owl is going to be controversial due to how many complaints on them wiping out colonists as is already. I most likely will add them being able to fly, but option to turn that off too.
Croockers47 Jun 28 @ 5:29pm 
Quick question for the upcoming 1.6 update. With critters being able to fly, are there any plans to allow Mega Owls (or even the Oni themselves if pawns are allowed the same flight) to fly?
Svela Feb 9 @ 8:37pm 
I have an interest in making a "hybrid" Ancestral Oni pawn. If I add the Ancestral Oni hediff to another pawn body would that be enough? Like, would my pawn start to shed feathers and horns? Will they be able to have the special Oni powers without them disappearing after each use?
TurtleShroom Feb 8 @ 10:32am 
Why did you remove the plain Oni Beds and the Oni Oven? Will you ever add back the means to access the "old style" body textures?
SanDimas Nov 23, 2024 @ 11:35am 
just asking, are they ce compatible for the guns
Kual Nov 20, 2024 @ 3:32am 
Hi there! I hope you don’t mind me asking, but do you have any plans to create an animal-only version of the Oni mod? I’m not too keen on using the Alien Framework as a prerequisite, and I absolutely loved the original animal version made by the creator.

Since the original mod isn’t being updated anymore, I thought about trying to fix it myself, but… I have zero experience with coding. Plus, the code for the animal mod from version B16 is soooo different from the current version. 😭

I’d really appreciate any help or advice you could offer! 🙏 Thank you so much!
Svela Oct 29, 2024 @ 1:32am 
"In a sense, the current textures are "placeholders" without breaking them later once I can get around to that update. Burn out hits sooooooo hard."

I understand, take your time. I am simply eagerly awaiting more updates as the Oni are my favorite race mod, Ratkin being a close second. If I have spare time I might attempt to adjust the "pointy" texture myself, but I am quite busy so I do no know when that will be (that, and I am uncertain if I will even be able to adjust it to begin with). As such, do what you are already planning on doing and if I happen to accomplish something on my end then I will share what I did, assuming you'd be interested.

Thank you for the updates! :D
Tarojun  [author] Oct 28, 2024 @ 2:18pm 
Once I can plan a general direction to take for the Ancestral Oni to expand upon them, I will also hire an artist for all the new stuff, and to do what I couldn't for the head, hair and horn textures all in one go.

Currently, the Ancestral Oni are purposely left as an enigma for the main race's lore by design, and as a call back to the original animal mod the race is based from on the outside. Kind of an anomaly themselves, before the anomaly dlc was even a thing, haha.
Of course, they won't be going down the anomaly-esque feel and route like that named dlc though, haha. Also as a principle I follow, I will never DLC gate primary content of my mods. Which is why there'll never be a "biotech" version of this race as that violates that principle. Plus xenotypes are still classified as humans in the end and not aliens, so that is already incompatible on such a notion from the get-go.
Tarojun  [author] Oct 28, 2024 @ 2:01pm 
The entire thing boiled down to my incapable skill of "separating" the hair and horns from the head of the Ancestral Oni, to allow room for customisation. At that point during development, it was just me left working on the mod and the others have left.

During the big overhaul and updating of the mod, I had made the decision to minimally update the Ancestral Oni, and sacrifice a bit of the old texture feel for the customisation option. This is to leave room for planning on giving them a more dedicated fix up and update to expand the mod, after playing once through the new dlc, and recovering from burn out.
In a sense, the current textures are "placeholders" without breaking them later once I can get around to that update. Burn out hits sooooooo hard.
Svela Oct 27, 2024 @ 10:05pm 
Tried to add the old texture files but didn't work. Guess I gotta go without for now.
Svela Oct 27, 2024 @ 10:05pm 
So, turns out the thing I prefer and I am yearning for is the "Female Ancestral Oni Face Pointy," named Female_Average_Pointy in the old files. Seems like the new Ancestral Oni texture file folder does not include the other variants of the head shape like the old folder did. As a result, all other shapes (Normal, Pointy, Wide, etc) actually have the texture of the Normal face. If you happen to have the other texture variants somewhere that were simply forgotten about then an update would be appreciated, but if the other face variants were left out intentionally then no worries. I'll just transfer the old texture variants and rename them to "legacy" or something so I can use the old faces.


Btw, a quick save, quit, and load seems to automatically match the horn color to the skin color of the Oni in regards to the Character Edited pawns. Not sure if this is the case for every pawn, but at least there's a work around.
Svela Oct 27, 2024 @ 9:01pm 
I quite enjoyed the original look of the Ancestral Oni, such as their narrower face shape and hairstyle. Is there a setting somewhere that will allow these back or were those faces simply removed as part of the update?

Also, when using the Character Editor mod I am unable to change the color of the horns.
Rosen Ritter Oct 9, 2024 @ 12:18pm 
Ah, fixed it; Facial animations was overriding it, had to untick it's HAR setting in mod options.
Rosen Ritter Oct 7, 2024 @ 2:35pm 
Loaded up my save for a while back, and my oni now has the facial animation face, instead of an oni face. Any ideas?
HIM🐀 Sep 7, 2024 @ 1:58pm 
Wow, nice! Thank you!
Tarojun  [author] Sep 1, 2024 @ 4:12pm 
New compatibility and integration with the Oni Xenotype mod complete.

Content is automatically patched for Combat Extended,
Karkino Aug 25, 2024 @ 5:01pm 
@6262soudai i sent you a friend request! add me if you want and i send you my disc! :coolthulhu:
TurtleShroom Aug 24, 2024 @ 1:33pm 
Thank you so much for updating this Mod!
Eclair Aug 17, 2024 @ 1:00pm 
@Tarojun I almost finished except for minor elements. Can I show you on discord or somewhere?
Karkino Aug 10, 2024 @ 8:45am 
@6262soudai YEAH LETS GO! THAT SOUNDS SUPER COOL
Eclair Aug 7, 2024 @ 4:56am 
I'm making oni xenotype now with new ability of spewing new variant of fire called dark fire. If I finished, I will let you know. I wanna make this great mod more popular and let all people know in rimworld. So, hold on everyone and author.
Rosen Ritter Aug 4, 2024 @ 9:54pm 
I think the only thing i'd like with these buggers if they had facial animation, but that's asking a lot, really. The new horns are pretty great though.
Tarojun  [author] Jul 27, 2024 @ 7:23pm 
I do apologise if I came in quite hard on that. One main aspect that really sent me hard into that direction is because of the skill aptitude adjustments using hediffs are completely locked behind needing Anomaly DLC. If base game could have use of it in mods, it would absolutely fix one design limitation with EPOE-Forked's auxiliary AI. Literally only exactly ONE hediff use this in that dlc!

The tl;dr, higher skill level benefit significantly more than lower skilled users, when the concept is to help lower skilled bridge the gap. Having skill level adjustments solves this, but nope, they don't allow this without Anomaly... So I had to make two sets of the hediffs depending if dlc active or not. Felt so unnecessary letting a niche but flexible creative function go to waste, and add needless complications to modding.
Karkino Jul 27, 2024 @ 5:38pm 
well thanks nonetheless ;D
Tarojun  [author] Jul 27, 2024 @ 4:39pm 
There will not be a Biotech xenotype of this race, and I despise making anything needing DLC as dependency, because I don't want to content lock people. Reconfiguring things for the DLC feels too much unnecessary things when HAR does what is needed better anyway.
Karkino Jul 27, 2024 @ 4:29pm 
i meant as oni of the rim but instead of a har race a biotech xenotype
Tarojun  [author] Jul 27, 2024 @ 4:28pm 
I'll have to do a playthrough of it myself to see if the children mechanics is functioning as intended, and how the gene modding affects the Oni. If nothing is breaking, then it is already working with biotech. Don't understand why I would need to fork the mod if things are working as intended?
Karkino Jul 27, 2024 @ 3:48pm 
Any plans on making a fork of it to work with biotech?
ElTwoFour Jul 27, 2024 @ 2:59pm 
Sweet!
Tarojun  [author] Jul 27, 2024 @ 12:56pm 
Combat Extended patch has arrived!

And various other little changes.
xkp92110(orick) Jul 19, 2024 @ 8:00am 
will you add oni gene or oni entity? :P
Tarojun  [author] Jul 19, 2024 @ 6:51am 
Small update on bug fix with Royalty related spawning issues and faction relation oversight with the Oni Freeborn Tribes and Black Talons to not be hostile with the Empire in new games.

Some description updates and the yokai narcotic dart rifle renamed to Oni dart rifle, for shorter name and convenience for the upcoming CE patch. (As it will have more than just a yokai narcotic dart option)
ElTwoFour Jul 16, 2024 @ 5:56pm 
Can't wait to play with them!
HIM🐀 Jul 16, 2024 @ 5:29pm 
thank you for updating 'em
TurtleShroom Jul 16, 2024 @ 5:21pm 
YEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH

LET'S FASTING GOOOOOOOOOOOO
FlyingSpaceFox Jul 16, 2024 @ 5:19pm 
thank you for the update! love oni!
Rosen Ritter Jul 16, 2024 @ 5:18pm 
I saw this go from red to white in real time, many thanks.
DestyNova Jul 16, 2024 @ 5:08pm 
Very nice. Thanks for your hard work!
Tarojun  [author] Jul 16, 2024 @ 4:48pm 
Race mod updated to 1.5!
CE patch is now next to be made.
TurtleShroom Jul 13, 2024 @ 6:10pm 
THANK RANDY.
Tarojun  [author] Jul 13, 2024 @ 5:04pm 
Estimate release date: This coming Monday or Tuesday.
Work on CE patch will be started following after this standard release.
Tarojun  [author] Jun 30, 2024 @ 3:14pm 
Thanks, but it has reached the final stages where I'm fleshing out the factions and their loadouts. After that is getting it checked over on the CE side of stuff where I'll be asking on the CE discord for some assistance.

It is more textures I struggle with, with just a few ability icons left to do. And when the new guns texture commission arrives. Yes, new industrial and spacer tier guns for the Oni.

My aim for their balance is to be as relative to vanilla as possible, but at same time they can compete against other mods with overpowered stuff. Debuff stacking on vanilla or bit above will have little effects, but overpowered stuff tend to survive longer, so debuffs gonna stack harder to curb against op stuff and drag them back down to earth.
TurtleShroom Jun 29, 2024 @ 11:45am 
I can help with XML, but I know nothing about C-Sharp.
Svela Jun 8, 2024 @ 10:43pm 
Understood. Thank you! :gk_heart:
Tarojun  [author] Jun 8, 2024 @ 9:55pm 
I need to get this race done so I can actually check Anomaly myself T_T
I do drop random info on progress on the HAR discord though. It is kind of getting there, but still no estimate release dates. Although if you see me active on Dubs discord running through C# performance check or tidy up, and CE discord for CE patching, it is a sign it is near completion.
TurtleShroom Jun 8, 2024 @ 10:24am 
I cannot graduate to the V1.5 version of "Rimworld" without my Onis. Take as long as you need, but if it comes to it, I would sooner update it myself than play "Rimworld" without my favorite Race.
isiarca May 31, 2024 @ 6:43pm 
Looking forward to the next update. No need to rush it though.
Sync May 19, 2024 @ 5:54pm 
This is my favorite race mod, I hope everything goes well!! <3
ReadRenard May 18, 2024 @ 12:16pm 
so glad it's being worked on, I miss my onis!