RimWorld

RimWorld

Revia Race - Biotech
576 Comments
тетеря, блин Aug 1 @ 8:18pm 
clicking ressurect and full heal in Character Editor removes tail.
тетеря, блин Jul 31 @ 1:05pm 
would be great to have a compatibility with this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3501317537
VioletSkyeS Jul 20 @ 7:49pm 
Minor bug you can sacrifice the Drones from Odyssey to the gods I don't think that's meant to happen unless they are machine gods lol
Sai Jul 20 @ 3:11am 
Hi, so I read online that if I gave a colonist one of the Revia xenotype genes I can use the Blood Sigil to turn them into a full Revia and therefore propogate how many foxes I have in total slowly over time.

I don't seem to be able to do this after giving someone the claws gene. Is this still possible or is there a way to do what I want to do :) Thanks! I want many foxes ha
salt_babe Jul 17 @ 11:16am 
Yes! No HAR gang!
Шашлычник ;р  [author] Jul 17 @ 11:09am 
The issues with trading (problem on Rimworld's side, posted a temp solution to avoid it) and Red Haze have been fixed.
Nooctae Jul 17 @ 6:08am 
It might be a mod conflict, but red Haze is fully bugged for me right now. The item has no description. Taking it creates the dependency and gives the correct stats, but consuming the drug does not refill the need, nor does having the need bar reach 0 creates any negative consequence.
Шашлычник ;р  [author] Jul 12 @ 8:16am 
Thanks for your work, I think it'll help to find a cause of this odd error.
salt_babe Jul 12 @ 7:25am 
After further testing, the following "Hediffdef" might be the culprit.
I use Cherrypicker to disable the following Hediffdef, and the problem can no longer be recreated.
"Soul reaper (1) to (9)"
"Claw"
"teeth"

It's worth noting that other Hediffdef like "Red haze" "gash" etc. don't contribute to the bug.
Just want to inform you about my discovery. Not mean to rush you or anything cuz that might be caused by other issue and not this mod.
Шашлычник ;р  [author] Jul 12 @ 4:58am 
Weird bug... Will try to fix it later, but I'm not sure if this mod caused it...
salt_babe Jul 12 @ 2:50am 
It will only happen half of the time when trading with base game faction. So you might need to try a few times. Thanks for your hard work.
salt_babe Jul 12 @ 2:46am 
Trading with settlement will result error that no goods will be spawned. Test with only this mod and Harmony
Yrm1e Jun 30 @ 1:20am 
I turned one of my revians into a male and it killed him instantly lol

said they rejected the revian genes. I probs forgot to tweak a setting lmao
Шашлычник ;р  [author] Jun 29 @ 11:38pm 
For 1.4 only
AOITAKA Jun 29 @ 9:44pm 
Do I need Better Gene Graphics Framework? Rimpy shows this mod need Better Gene Graphics Framework to work.
Шашлычник ;р  [author] Jun 26 @ 3:25pm 
I've removed a Harmony assembly from the mod (it is specified as dependency so we don't need another local copy of it)
Failure Jun 26 @ 5:10am 
asking this with genuine curiosity, how and what magic did you use to make the size of this version way smaller than the original?
SanDimas Jun 18 @ 1:08pm 
damn still strange tho, i mean i have the revia enabled and the prisoner arena but revias dosent appear even as faction on dev mode they dont even exist, one mod must be conflicting then what mod dk i have like 200 mods tbh im too lazy to check them lmao
Шашлычник ;р  [author] Jun 18 @ 12:38am 
Can't reproduce the problem:
I've launched the game with both mods active, imprisoned 2 pawns (colonist and Revia raider) and had them both play chess to get recreation when their need is low.

I have nothing that interacts with recreation

Also I found that I forgor to send 1.6 update there:headbash:
Triel Jun 17 @ 6:25am 
Right, this person also mentioned that this mod supposedly conflicts with prisoner recreation because prisoners don't get recreation need with it but do without. I dunno what could possibly conflict though, but maybe you got an idea
SanDimas Jun 16 @ 2:11pm 
sup just wanted to say cool mod, i was installing prisoners mods for reasons, prisoner recreation and prisoner arena, i was like cool another one for the 200 list lmao, and yeah the arena spot use the same sacrifice spot and the arena, or clockwise if you install revia first arena spot is disabled, so pretty much yeah its conflicting or smt, just saying that, have a good day
Шашлычник ;р  [author] Jun 14 @ 2:51pm 
1.6 update
There will be content update for 1.5 and 1.6 tho
Шашлычник ;р  [author] Jun 14 @ 8:53am 
Revian projects have limitation by default - only Revia able to research it. You can disable it with mod settings tho.
LukieDukes Jun 14 @ 8:43am 
dunno if its a bug but ive been unable to research Revian Equiptment UNLESS my Revia colonist is the one to do the research also interesting I have a debug: finish now on all other research except the Revian Equiptment
Surasu Undying Jun 13 @ 7:54am 
@Vulkandrache I would like the info, i sent friend request already hehehe
Vulkandrache Jun 12 @ 11:18pm 
I didnt think you only wanted one.
My colony of 65 years went through about 800 offspring.
The campaign took me 3 weeks to set up and almost a full year to play.

I started with one pawn with the Puppeteer Psycasts and the Incorporate ability.
Loss condition was to either have him die with no other body to jump to or the colony
losing its last pawn with Incorporate.
Fertility for ageless pawns was aroung 5%.
Animal to archotech with "Arcane technology", "Research reinvented"
and "Early times" and 0 technologies researched.
Main enemy in the midgame were the N4 from Void.

I believe i had a 2.3 multiplier for the growth and 2 per level base.
Level 1->2 took 2 stones. Level 9 was reached with around 2300 total.
This allowed children to get to level 4 quickly, without costing the long-term pawns too much progress.

If you want some more info i dont mind having a private conversation.
But be prepared to see some mods that most people arent going to use.
Surasu Undying Jun 12 @ 10:14am 
@Vulkandrache Could you please send me the complete list of bloodstones per level?

Also i made her deathless and Nonsenece with the gen of Sterile and exotic organism (This gene makes she the only one of her kind) Any sugestions you had the better!
Vulkandrache Jun 12 @ 9:30am 
Give genes that make a pawn live longer a coresponding penalty to fertility,
so they are less likely to pass on.
Increase the bloodstones needed for higher levels. I found ~2500 to level 9
a good balance for ageless pawns.
Decrease the lifespawn bonus from +170% to something more resonable.
In my 1.4 generations playthrough the Revia were one of the better Xenotypes used
but only one of many. My best pawns had their genes mixed in with lots of others.
Some of those Xenotypes came from mods not found on Steam.

I would recommend using a mod that gives all Genes 0 metabolic effect.
Surasu Undying Jun 12 @ 8:29am 
I am thinking of making an "archo-revia" xenotype for my personal generations playtrhu. Any sugestions as what to add to this already perfect race? By the way

BLOOD FOR THE BLOOD GOD. SKULLS FOR THE SKULL THRONE

BURN MAIM KILL

HAIL KHORNE. (Sorry i am a big fan of khorne)
UnWiseSage58 Jun 4 @ 3:56am 
is there a way to get the revia tail gene that dosnt require ether being a revia from the get go
or gene editing
like a quest or something to gain the blessing of Skarne?
Evono May 22 @ 12:15pm 
@martin Use rimsort not rimpy.
martingolding96 May 21 @ 9:09am 
I added it anyway so I could get rid of the warning when running Rimpy
Шашлычник ;р  [author] May 21 @ 3:33am 
@martingolding96, for 1.4 only
martingolding96 May 20 @ 3:29pm 
Rimpy is claiming that Better Gene Graphics Framework is needed
Шашлычник ;р  [author] May 19 @ 3:23pm 
I'll think about workaround
UntouchedWagons May 19 @ 3:20pm 
@Lovecraft you can sacrifice live pawns at a blood sigil (requires research) for one bloodstone, then a dead pawn for a second bloodstone.
UntouchedWagons May 19 @ 3:18pm 
I'm not sure if this is something you can do something about but if you apply the Revia Tail gene as part of a xenogerm onto a person, then apply a new xenogerm that still has Revia Tail, that person will lose any Soul Reap levels they've got. I guess for a single game tick the pawn technically doesn't have the gene?
Шашлычник ;р  [author] May 18 @ 4:13am 
Feel free to mix Revia's genes with other genes
Caz May 17 @ 11:16pm 
Does this make Revia capable of being Sanguophage as well? Cuz HAR doesn't play nice with trying to do that with some races.
Lost [RUS]  [author] May 15 @ 7:53am 
@Nev Ming, no, its not a bug. With the mod's standard settings, only female pawns can be Revia, and the rest will either die immediately or later.
Nev Ming Apr 19 @ 12:28pm 
Not sure if this is the intention or not. But I discovered that in order for the xenotype conversion ritual to appear at the altar, the pawn should at least inherit one Revian gene. Honestly, cool new feature for female only Revia runs but im assuming this is a bug based on the description.
Cywil Mar 20 @ 5:52pm 
Are revian from enemy faction supposed to only use revia weapons while neutral will use guns?
I'd like to know as well. The option doesn't show up for me either.
Cebutris Feb 19 @ 1:33pm 
So how does the new feature to convert pawns into Revia work? I saw the option to do it on my altar once, but it was for a visiting Hussar so I didn't use it. I haven't had the option again, even with colony Hussars.
Шашлычник ;р  [author] Feb 18 @ 1:41am 
Yeah, but in future level up and ways to get bloodstones will be reworked
Lovecraft Feb 16 @ 11:55am 
Ok apparently the first 3 levels of soul reap reduce capabilities but the 4th and onward is positive? I didn't know how to increase the level but apparently blood stones are just made from corpses on the altar
Шашлычник ;р  [author] Feb 16 @ 6:51am 
Their power depends on their soul reap level that can be increased with bloodstones (can be obtained from rituals or corpses) or palestones
Lovecraft Feb 16 @ 5:49am 
So every time a revia kills someone they get more powerful yes? I'm guessing that's what the soul reap hediff is for. Why is soul reap affecting my pawn negatively instead? Do I have to do something like a ritual or is this a conflict or a bug?
Shoka Feb 11 @ 7:41am 
Would it be possible to buff the amount of healing you get from sacrificing prisoners for lost limbs? Currently it's better to just lop off the prisoner's arm rather and stitch it on your poor Revia rather than waiting for an eclipse, as sacrificing the pawn that way doesn't fully heal them
Шашлычник ;р  [author] Feb 2 @ 1:03am 
You must be using both versions at the time. Don't use original and Biotech versions together!