RimWorld

RimWorld

Star Wars Xenotypes
267 Comments
Chupa Aug 29 @ 11:05am 
Hi I think I have @tachi 's problem too. Mine is republic commando. I'm getting 1FPS.

None of my colonist are about to give birth or are pregnant which is weird? raids seem to work ok, so I think it may be a world pawn generation issue? Not sure though I'm not tech savvy at all haha. Thank you for any help



Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of required skill: Intellectual Ignoring scenario requirements.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateNewPawnInternal_Patch4 (Verse.PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest)
(wrapper dynamic-method)
neuromancer Aug 23 @ 8:00pm 
@guy762: I remembered something a while after I posted the message below. I was running a Mass Effect mod game (until I accidentally deleted my save) and in it I had an Asari who had a baby with a baseline human. Now, in the ME universe the Asari always breed true (complicated lore, not important), so it may be that the problem in the game is trying to get the two genetypes to mix?

Which, in reality, it would be.

Maybe if you just have the baby based on the mothers genetype without trying to integrate the father's genetype, the child birth function would work?
No idea if it would or not, just a thought.

Can all the base game genetypes interbreed?

I'd say you should have a look at the ME mod code, or talk with the devs for it, and see if there is a solution there.

Good luck to you.
neuromancer Aug 23 @ 6:05am 
@guy762: Ah, I wasn't sure what you meant by PawnKinds, thought maybe it was related, but unsure. Thanks for the information.
guy762  [author] Aug 23 @ 2:42am 
@tachi @neuromancer baby generation being broken when the parents are KotOR Factions PawnKinds is a known issue. we think it's because of an incompatibility between two functions in vanilla Rimworld's code, and we have no idea what to do to remedy it

@chili I'll try to look into it, but the special eye positioning code those two use had to be custom-commissioned and the 1.6 update it received changed how it worked drastically so I can't make any promises

@Saren any notable error logs? the full error log text file is located here: AppData/LocalLow/Ludeon Studios/Rimworld by Ludeon Studios/player.log
Saren Aug 22 @ 10:49pm 
Having a weird issue- even with all other mods disabled, tattoos do not work. Anyone know what could be causing it?
neuromancer Aug 20 @ 7:56pm 
Childbirth doesn't seem to work. My Twi'lek has gotten pregnant twice, both times went into labour, then childbirth was completed and... poof, no baby. Nothing about a miscarriage or stillbirth just no kid.
chili Aug 18 @ 4:23am 
gungans and mon calamari kids have their eyes lower on the head, please fix this:steamhappy:
chili Aug 16 @ 9:28am 
Mon calamari kids eyes are wrongly placed
Leutian Kane Aug 15 @ 12:55am 
sorry ChangeNotes Tab and Feb 7
Leutian Kane Aug 15 @ 12:54am 
wheres the update notes hasnt been any added to the changelong since feb 27?
tachi Aug 14 @ 1:33pm 
i ran the log through AI and this is the TLDR it gave me. Maybe itll help you, but im unsure.

Offender: KotORPlayablePawn_RepCom (Republic Commando) being used for newborn generation.

Faction: New Galactic Republic.

Failure: “Generated pawn incapable of required skill: Construction” → retries to 120 → returns null → repeats endlessly → 1 FPS.
tachi Aug 14 @ 1:20pm 
Im having an issue where a pawn from KOTOR is having a baby and causing a massive error spam. The game seems to be failing to generate a pawn. Both parents are from your mod. Currently my game is stuck at 1 fps haha. here is the log https://gist.github.com/HugsLibRecordKeeper/2a3670ce0d5ed9eeb7fbe56a442579d3
Urek Aug 9 @ 6:25am 
@toetruckthetrain there is a mod called worldbuilder that lets people make and share worlds, someone even made tatooine with it. So if someone makes other SW worlds and a way to travel between them is added you basically get that
Kirky Aug 6 @ 5:07pm 
Having a playthrough and have a wookie thats 115 years old psycaster (vanilla psycasting expanded mod). Whenever i use Age or Time reversal (Adding or subtracting age) instantly get a heart attack. unsure if its a bug or not
toetruckthetrain Aug 6 @ 7:57am 
all this game really needs after odyssey is actually being able to go to the other planets after the "ending" and it will truly be a star wars simulator
guy762  [author] Aug 4 @ 10:21am 
@mageofsomethingorother it was a carried-over gene from an earlier mod I'd integrated into this one, so I didn't come up with the name. on a broader level I try not to worry too much about explaining all of the genes perfectly because the whole xenotype system is kind of too 'videogame-y' for me to take it seriously for this mod's intended purpose (adding Star Wars aliens to the game using a system that's easier to use in faction and pawn XML than HAR is). I worry more about making sure the different species are mostly thematic and not annoying to play
mageofsomethingorother Aug 3 @ 6:40pm 
Wanted to say!! I really like the mod and it's fun having different star wars aliens for my kotor-themed run, there's clearly a bunch of effort put into it, but I was curious about why the primitive trait is named that way? So far it seems to show up on aliens who had to be utilitarian to survive, and it forces the ascetic trait so it feels more like... a mark of efficiency and resilience? Less "these people are less advanced so they don't care about comfort" and more "these people had less, so they've been raised to see living with less as virtuous"

Apologies if that sounds mean or like I'm demanding an explanation, I just got curious about the design process
guy762  [author] Aug 3 @ 5:48am 
@BenFD Rimpy is incorrect and can be ignored
BenFD Aug 3 @ 4:54am 
Hello !
Do you know why Rimpy said that SW Xenotypes needs biotech expension core & rimwars pureblood ?
guy762  [author] Aug 2 @ 1:16pm 
@Bierb someone is currently working on it
Bierb Aug 2 @ 8:22am 
I'm guessing adding compatibility for facial animations would be a monumental task for a massive mod like this and is never gonna happen?
gasses888 Jul 30 @ 12:01pm 
DARTH JAR JAR!!!
Darth Rinkus Jul 26 @ 3:59pm 
is there any plans to split the niktos into their six subspecies? if not, changing the picture on the workshop preview from ima-gun-di to a green nikto to match the actual pawn should probably be done
caverman2001 Jul 23 @ 5:03pm 
how do i get the pawns to spawn naturally in other factions wh=ith my save or get them to spawn in normal factions
sith-shenanigans Jul 11 @ 4:14pm 
Korriban is also a cold desert, if we're correcting the cold desert species' temperature tolerances.
Renegade994 Jul 8 @ 2:00pm 
Wonderful mod, absolutely adore the variety this adds with the Factions as well, however I have one small thing, a nunance, I wanted to throw out there. It triggers my OCD that Mirialans have a cold weakness, despite evolving on a cold desert planet, its such a minor nitpick I feel bad for even mentioning it, but wanted to just throw it out there in case its something that gets updated in a future version! Overall cant play without this or the Kotor mods.
Gogglechu Jul 1 @ 4:51pm 
Anyone had an issue with the KOTOR races going through birth then there being no baby?
Imma Cylon Jun 24 @ 4:39pm 
This mod is throwing thousands of errors in my log. All of them are No RimWorld.XenotypeDef errors. Am I missing something?
larrys1998 Jun 18 @ 8:19pm 
is this going to be updated to 1.6?
NucularTwinkie Jun 12 @ 10:58pm 
@MEAT I also can't seem to get the tattoos to show up on any of the relevant species
Scidoodly Jun 10 @ 2:43pm 
I'm hoping for more Geonosian Castes other than the drone in the future
Grif May 28 @ 11:34am 
This mod is incredible! You even have a lot of the more obscure races. Can't wait for the upcoming ones like Kaminoans and Lepi
Carnage May 24 @ 7:02pm 
any chance on making a lite version that is MP compat? (MP hates big and small framework)
MEAT May 23 @ 8:38am 
The tattoos seem to not be functioning for me anyone ran into this issue?
americanremains May 19 @ 5:59pm 
Subscribing for Bith and Bith alone. God bless you.
SpaceSR Apr 24 @ 10:55am 
Good lord, how many races does SW have... I guess they just come up with a different alien design for every character, and then have to justify it as a new race
bash Apr 19 @ 8:41pm 
oh fuck it keeps going! Add kaminonians(?) as genies i think haha
Based having Kel Dor!Jaden Korr, that's what I had when I played Jedi Academy myself.
PapaColan Apr 4 @ 7:19pm 
I figured it out a while back. I uninstalled and reinstalled cause some of my mods were corrupted. Even so, the faces were all whack so I left out some of the facial animation mods and that fixed the issue for me.
Zakkeg Mar 26 @ 2:03am 
@PapaColan Followed the tip of removing the BetterLoading mod and it seemed to have fixed my issue. Not sure if you have that mod as well but if you do hopefully it'll fix it for you. Cheers.
Kasa Mar 20 @ 1:00pm 
@Atreidi

Use the github, rimpy does not update it's DB anymore
Atreidi Mar 17 @ 3:20pm 
Rimpy says it is missing dependency Rimwars pure blood...
CaffeneProblems Mar 16 @ 6:02pm 
@PapaColan I think it's an issue with lots of race/Xenotype mods right now, I've had the same issue with the Forgotten Realms mod (and this one too).
PapaColan Mar 4 @ 6:11pm 
Hello, I love this mod and all the other KOTOR mods. But when I play with Star Wars xenotype, some of the heads don't work. For example, the Pantorans and Echani works, but then there are species like wookiee, trandoshian, and purebloods that don't work. Their heads won't spawn in, and I have to use default head to compensate. Any idea how I can fix it?
Rhea Mar 1 @ 9:25pm 
hmm still unable to equip the enhanced mobility legs. Might this be fixed in an upcoming patch?
guy762  [author] Feb 9 @ 7:14pm 
@MuroDontPanic [dxdy] yes, hopefully the function that prevents non-hutts from wearing them will function even better now that it's using different code for it
MuroDontPanic [dxdy] Feb 9 @ 5:17pm 
Will the enhanced mobility legs return without the athena framework?
guy762  [author] Feb 9 @ 12:57pm 
@Anomaly-Friend there's no built-in compatibility patch for them, but you should be able to manually add Xenotype spawn chances with this mod just fine: https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564

@Kofo yes, they're high priority for the next time I make an update for this mod, but that won't be for a while since I'm focusing on other projects for now
Kofo Feb 9 @ 5:38am 
Hey, is there a plan for adding Kaminoans?
Anomaly-Friend Feb 7 @ 4:09pm 
Does this work with Ryoma's star wars mods?