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Hi!
They’re completely accessible through XML, but have some limitations / requirements
There’s a bit of a WIP wiki here: https://github.com/RecompiledBirds/RimValiCore-RW/wiki
If you have any questions or anything in particular feel free to DM me (either here or on Discord @RecompiledBirds)
On another note, thank you guys for making such a cool mod :0
I've always loved seeing Avali in other games and this is a very faithful and dedicated implementing of the Avali into RimWorld. Thank you!
Hey, I just tested this and pawns do seem to be getting the correct opinion changes.. do you happen to have any other mods running?
It is something we're working on; It's just not a big enough feature to have it's own update
However, even the powerful races made by Ayameduki were mixed with the bandits, so I had to disable the mod.
I would be happy if you could add the option to stop mixing HAR races altogether as an option.
According to the files the min temp should be -50 and the max 0, however this doesn't show up properly in the game. Not only that but the plants themselves seem to struggle growing. While initially they act like they are following the correctly coded temp, the growth gets a temp penalty for the entire duration that only grows worse the lower the temp gets despite it supposedly being the correct temp. This makes it pretty difficult to grow the avali plants, as they seemingly have no ideal temp.
I'm using Rempy, if that would effect anything - and am only using the required mods (which just to be clear should be Vine, Rimvali, and Harmony, correct?). I've likely somehow scuffed something, despite not having touched anything. If you don't mind me submitting it as an attachment on an issue on the github, I can upload a game log.
https://steamcommunity.com/sharedfiles/filedetails/?id=3014456211
https://gist.github.com/HugsLibRecordKeeper/05e28bf86fffb37af8a4e8709d8f02b5
Having only Vine and avali and no HAR or other aliens, half or more of everyone are avali now.
I haven't seeeeeen any reports like that myself, no
someone on the discord said they'd had that issue with vine before, apparently-
can you guys confirm if you've got similar reports?
As for graphics tricks, we have a few.
We have three color channels for RenderableDefs, rather than the two provided by vanilla. (See: RimVali: Far From a Avalon)
In addition, while we also allow defining what RenderableDefs a race uses in XML, we also allow adding and removing them from individual pawns- even those that weren’t created with our framework.
What kind of graphics tricks does this perform?
It is a race framework itself, hence not requiring HAR. Our testing so far hasn’t shown any issues
It mostly focuses on giving race modders more control over the graphical aspects of their races, though we’re constantly working on it and it has some other general-use components as well (such as regenerative materials).