Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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.
Revia - Biotech ARE and have always been CE compatible, I'll update the description.
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.
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.
Thanks for the swift turnaround!
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. :)
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.
Iirc the tail gene increases their maximal age.
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
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.
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
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!
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.
Since the actual default IIRC is Revia born only Revia like in the HAR mod.
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?
===
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).
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!
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.
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!
Revia can be Sanguophages too, if you wanna go all in :P.
But myself like a lot the new thingies! Keep the good job!!
If you or anyone else has feedback on anything else, feel free to comment!
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?
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.
Feedback is welcomed!
(Probably later I publish psycasts as addon for HAR version)
i try change cinder to revia xenotype.
and i get something is missing hediff.
what i missing?
only work for non har xenotype?
Select Revia/Skarnite, right click the altar and select pawn to be converted