RimWorld

RimWorld

Revia Race - Biotech
641 Comments
Zer0 45 minutes ago 
Thanks a lot.
Dr. Nolegs  [author] 48 minutes ago 
It stops Minor Gene Rejection if a Non-Revia gets the related genes to the setting.

This is separate to the Full Gene Rejection (and setting), which is related to the tails that make them Revia.

It's mostly there for Gene-stealer or Random Gene rotating Xenotypes, or if you specifically want Revia Genes on something else without the Canon penalties.
Zer0 51 minutes ago 
What exactly "disable debuff for ears/teeth/claws" options do? Neither mod description nor in-game options tell a thing about them
Dr. Nolegs  [author] Nov 5 @ 11:55am 
@☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ
Revia - Biotech ARE and have always been CE compatible, I'll update the description.
Oh, I was migrating to a combat expanded modpack and this mod has none, F :needy_cat:
Dr. Nolegs  [author] Nov 4 @ 11:29am 
@Ebaklak
It's rare, but all forms of sacrifice can give it.

You can also get it randomly from Quest Artifacts/Ancient Dangers, but not Artifact traders.

Rarely with a kill with Vermilion Harvest, you'd need to kill a huge creature, who's nearly bled out with it for a chance.
You can get it with Reaping Reap, decent chance, with nearly all the range filled with corpses.
The highest chance to get it is a Max Quality Prisoner Sacrifice.
Ebaklak Nov 4 @ 11:18am 
How do you get mystical bloodstones?
Dr. Nolegs  [author] Nov 3 @ 7:54am 
Clarification On the Error Starting with ->
Exception parsing node <ReviaRace_BornSettings>BiotechDefault</ReviaRace_BornSettings> into a ReviaRace.Enums.BornSettingsEnum:

This will only happen once, since it's a setting reset from a name getting changed, the birth type from 'Default' to 'Biotech Default' for clarity's sake.

After a restart it will go away, since the setting will have been fixed.
You may Ignore it - it will appear only one time.
AerosAtar Nov 3 @ 5:06am 
@Dr. Nolegs
Thanks for the swift turnaround! :fhappy:

It'd be nice to have a separate precept for sacrificing, for use in non-Skarnite ideologies (I tend to have one or two Revia in my colony rather than them being the focus, so it doesn't entirely make sense to have the meme most of the time), but I would imagine that is a fair amount of work and this is a good compromise. :)
melcalizar Nov 3 @ 4:16am 
Thank you for the mod. I have recently been getting this error though.

Exception parsing node <ReviaRace_BornSettings>BiotechDefault</ReviaRace_BornSettings> into a ReviaRace.Enums.BornSettingsEnum:
System.ArgumentException: Exception parsing ReviaRace.Enums.BornSettingsEnum from "BiotechDefault" ---> System.ArgumentException: 'BiotechDefault' is not a valid value for ReviaRace.Enums.BornSettingsEnum. Valid values are:
• Default
• NoMaleBorn
• ForceBornRevia
---> System.ArgumentException: Requested value 'BiotechDefault' was not found.
Шашлычник ;р  [author] Nov 3 @ 4:09am 
Yeah, it is.
Iirc the tail gene increases their maximal age.
このヘンタイ! Nov 3 @ 2:52am 
ehh a question
does is normal for Revia have high average age?
I found as Revia Marauder raiders have average age over 40+ year old and many are too old like 60-70 very rare to met young Revia

for high average age make Marauder weaker because health issues
Dr. Nolegs  [author] Nov 1 @ 9:36am 
Done, made the corpse sacrifice mood penalties more discernening, especially related to non-skarnist ideology precepts. Enjoy the update.
Dr. Nolegs  [author] Nov 1 @ 6:35am 
@AerosAtar That's a simple fix, sacrificing corpses, as apposed to sacrificing live prisoners, is just a NON-stacking -6 penalty unless the pawn doesn't care about butchering humanlikes by trait or is Skarnist (Anything that would apply to a Skarnist, always applies to a Revia).

I'll just make a PR making that idea apply to ideologies as well.

Skarnist already turns that negative into a positive mood benefit, and the mood negative is actually missing a block when the pawn is inhumanized so needs to be updated.

Instead of making an entirely new meme, I will just make a PR for the 'Corpses - Don't Care', Cannibalism, Organ use Acceptable, Pain is virtue (for the prisoner negatives thoughts specifically, maso already blocks thoughs),
and Raider, all block the corpse sacrificing thought, only Skarnist grants specific positives.
AerosAtar Nov 1 @ 4:02am 
Suggestion: Ideology patch adding a 'Sacrificing' precept, similar to the Cannibalism precept from core, marked as required for the Skarnite meme. I find it a little frustrating having to deal with all my non-Revia colonists throwing a fit whenever I sacrifice a corpse for bloodstones. (Unless this was in one of the recent updates and I just haven't seen it yet).
このヘンタイ! Nov 1 @ 1:01am 
anyway can you checking about Revia Gene Inheritance?
I use only Better Gene Inheritance mod by RedManttis and seem it overwrite Revia Gene Inheritance setting, many time baby still can born as male with revia gene ever I setting born only revia
maybe both mods are conflict each other
lordravenx Oct 31 @ 11:54pm 
@Dr. Nolegs: thank you! I should have seen that myself.
I'm very picky about mod-updates causing errors (unstable game), so I always fix it before continuing my savegame. I should have realized that I just had to fix the mod-config.
Thank you for being cool about it!
Dr. Nolegs  [author] Oct 31 @ 7:52am 
@このヘンタイ!Good idea, as a stopgap right now so you know they do.

Lesser Bloodrune = 0.5 Lifeleech
(Moderate) Bloodrune = 1 Lifeleech
Greater Bloodrune = 1.5 Lifeleech

Lifeleech works in rimworld(tm) ways, and the Consecrated/Persona Consecrated weapons (Which also return a small amount of psyfocus), show their lifeleech values correctly already.
Dr. Nolegs  [author] Oct 31 @ 6:42am 
@lordravenx 'Default' was renamed to biotech default to make it clearer that it just uses biotech's birth system unaltered, the error you see is the game realising the name changed and fixing it.

Since the actual default IIRC is Revia born only Revia like in the HAR mod.
このヘンタイ! Oct 31 @ 4:00am 
I just realize new Ritual pretty good, now no more sacrifice 500 corpses for 1 blood rune anymore

btw can I have a request?
As we know Blood rune gave health regen from each attack but Original blood rune tell nothing in description and ever now I still no idea how difference from each level Blood rune, also I can't tell which weapon already gain blood rune buff

so~ my request is can you guys revamp item description and gave something like name or tag on bless weapon?
Шашлычник ;р  [author] Oct 31 @ 12:25am 
Ignore this error, it must appear just only once
lordravenx Oct 31 @ 12:16am 
So with the 31.10.2025 update, I suddenly get an error while loading RimWorld:
===
Exception parsing node <ReviaRace_BornSettings>Default</ReviaRace_BornSettings> into a ReviaRace.Enums.BornSettingsEnum:
System.ArgumentException: Exception parsing ReviaRace.Enums.BornSettingsEnum from "Default" ---> System.ArgumentException: 'Default' is not a valid value for ReviaRace.Enums.BornSettingsEnum. Valid values are:
• BiotechDefault
• NoMaleBorn
• ForceBornRevia
---> System.ArgumentException: Requested value 'Default' was not found.
===
I fixed it by reverting to the previous version. (I have it in GIT).
The one with "PsycastExpanded" instead of "PsycastsExpanded".
I hope that helps to fix the bug (since it just seems to be a a simple incorrect set value).
Dr. Nolegs  [author] Oct 30 @ 4:12pm 
@Flann Feorna
Mark pushed a fix for the hostility issue, apparently being cursed isn't a skill issue but a genuine hostile act.

@Gafronkis the Boot Maker
Prisoner Sacrifice now accurately gives Bloodthirst rewards, Revia DO really like sacrificing to (totally not just female foxy Khorne, Gamesworkshop[tm] you can put the gun down now.), whod've guessed?

@MissCherryPie We fixed conversion ritual targets, too. You can always enable the option to allow it without any Revia genes.

All of this is in the changelogs too, enjoy your bloodthirsty foxu mod!
golem_warrior Oct 30 @ 10:07am 
hey is there a problem with the raiding precept because it no longer counts work camps only colony settlements?
Шашлычник ;р  [author] Oct 30 @ 12:50am 
You need any Revia gene implanted for the ritual by default (or you can disable this requirment via mod settings)
MissCherrypie Oct 29 @ 10:40pm 
actually i can't figure out how to actually do the conversion ritual, it just keeps telling me that i need a convertee, but i have someone who is a colonist (they're not a prisoner) and i can't seem to do that.
MissCherrypie Oct 29 @ 10:04pm 
im gonna gamble that maybe the "female only" gene will save this male test subject im gonna try and convert
MissCherrypie Oct 29 @ 10:00pm 
im working around the children issue by editing the xenotype xml so that the revia xenotype includes a modded "female only" gene, as well as a gay gene so all the revia are gay, and then im using another mod to allow they to get each other pregnant so that the revia can have children without hte children being like weird half revian men.
MissCherrypie Oct 29 @ 9:58pm 
guess im running a female supremacist colony then because i already have revia as the preferred xenotype so the men simply aren't welcome
Dr. Nolegs  [author] Oct 29 @ 9:01pm 
@MissCherrypie
It cannot turn males into females, and it will outright kill them from gene rejection due to the tails.

That's an oversight for sure.
MissCherrypie Oct 29 @ 8:47pm 
can the revian conversion ritual turn males into females? or will skarne kill them?
Dr. Nolegs  [author] Oct 29 @ 7:15pm 
@Gafronkis the Boot Maker Hardly a nitpick, that's a good suggestion.

Note that right now, Vermilion Harvest which is a form of mobile sacrifice of those dying of bloodloss, does have this benefit. Of course both the Sacrifice Ritual and Harvest do have significantly different benefits, but Revia do love a good sacrifice.

As said by myself and @Шашлычник ;р multiple times, suggestions, concerns, and bug reports in the Issues discussion, are welcome!
Gafronkis the Boot Maker Oct 29 @ 5:30pm 
This is a bit of a nitpick, but I feel like a sacrification ritual should fill up or at least give some bloodthirst back. Otherwise this is a tremendous addition to the long standing revia mod.
Dr. Nolegs  [author] Oct 29 @ 5:13pm 
Gene modding exists! It's all the same to SKARNE (Not Khorne who's that?) as long as you keep all the Revia Genes.

Revia can be Sanguophages too, if you wanna go all in :P.
Surasu Undying Oct 29 @ 4:03pm 
I also have a question! Would be bad if i want to make a revia with non-senece, deathless and ageless?
Surasu Undying Oct 29 @ 4:02pm 
So now my favourite foxgals have filthy magic powers? KHORNE is very dissapointed!

But myself like a lot the new thingies! Keep the good job!!
Dr. Nolegs  [author] Oct 29 @ 2:39pm 
@Flann Feorna They definitely should've counted as hostile at least, certainly! We'll push a fix soon.

If you or anyone else has feedback on anything else, feel free to comment!
Flann Feorna Oct 29 @ 2:12pm 
Noticed there was an update to this mod when game suddenly threw me a bunch of errors because usually I keep my race mods above stuff like VPE. Funny way to find out my Revias are Tremere now! All of it seems fun to use too, obviously incredibly powerful (Curse practically deletes a pawn while bloody explosion turns them into fragmentation grenade), but I wouldn't be using VPE if I cared about that.
I have some feedback tho. It feels a bit weird that I can use some of those psycasts with no fear of retaliation. At least in my short testing, I was able to use harvest and curse on animals without getting attacked. Harvest is especially weird, feels like it should've been usable only on downed pawns. Had no chance to test them on wandering and neutral pawns, but in case it's the same situation as with animals, maybe those psycasts should be treated like attacks that can prompt revenge?
MissCherrypie Oct 29 @ 12:54pm 
oh neat, i thought i was tweaking when i tried to right click on the bloodstones today and i couldn't make an offering. neat that there's a new ritual for them
Serene Oct 28 @ 10:48pm 
For anyone having endless job errors and all pawns 'Wandering' doing nothing, this needs to be loaded after VPE now lol. Lucked out spotting what updated since this morning and when I got home.
Dr. Nolegs  [author] Oct 28 @ 4:16pm 
I was glad to help work on it!

Lots to see in this update,
-New Rituals, Including Updated Live Sacrifices, Psylinking Sacrifices, and more!
-New Soul Reap Level system done with Rituals (You can enable the Classic System in the Options)
-A Full VPE Psycast tree (With Card art done by Nesshex and Icons by Mortis)
-New Backstories
-Many Text Updates, Bugfixes and the like.
Шашлычник ;р  [author] Oct 28 @ 1:54pm 
A new update just released!
Feedback is welcomed!

(Probably later I publish psycasts as addon for HAR version)
Шашлычник ;р  [author] Oct 28 @ 1:50pm 
Was busy last few days and tried to polish the update as much as possible
MACTEP72 Oct 25 @ 1:23am 
and where?
Шашлычник ;р  [author] Oct 18 @ 3:52pm 
I'm planning to post a big new update in next few days!
Шашлычник ;р  [author] Oct 12 @ 11:39am 
You need a tail gene to remove this debuff (or disable the debuff via mod settings)
xkp92110(orick) Oct 12 @ 10:44am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3585828516

i try change cinder to revia xenotype.
and i get something is missing hediff.
what i missing?
only work for non har xenotype?
Шашлычник ;р  [author] Oct 10 @ 12:33pm 
You need 10 bloodstones, Revia or Skarnite and your pawn to be converted must have at least one Revian gene.
Select Revia/Skarnite, right click the altar and select pawn to be converted
koimono Oct 10 @ 11:48am 
how do i actually do the ritaul to change the xenotype to revia?
Dustbin Sep 25 @ 11:24pm 
Not sure where to find the Ritual to change xenotype or genes? I have some children stuck with the "Something missing.." debuff and can't seem to find it as an option at the blood sigil