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
I'm not quite sure what you mean.
@UntouchedWagons, Aemi Daniels
Glad you like them. :D
-adds to her ever growing list of increasingly incompatible mods and prays the laptop doesnt explode-
They used to work in 1.4. Then in 1.5 stuff changed gene drawing so I had to reexport all the textures. Then Rimworld changed something again at some point, so it is slightly off for some body types again.
I'll probably get around to tweaking it yet again eventually, it is just that it is quite a time-consuming hassle.
Yeah this is gonna be very... interesting.
The Mimics are gonna basically allow me to make my own Warhammer 40K Callidus assassins.
Plus, all the others who do not submit to MAH AUTHORITAH are obviously heretics, therefore too heretical (and dangerous) to be allowed to live.
I've found this to be an issue with basically any mod that adds any kind of added texture to pawns and I've long wondered why it was so difficult to line these things up...
The xenotypes don't really have anything special on-death attached to them.
People have been seeing issues with immortal pawns even on vanilla runs though, so it could be a vanilla bug. Or just an unrelated mod doing something spooky to a pawn. The log you posted has errors on methods patched by a ton of mods, so it really could be anything.
Either way, provide the full game log if you want me to look at it. :)
@Ryn
Thanks. I'm glad you like them. :)
@Litestop
It requires the Big and Small Genes/Framework.
THey don't actually die.
It keeps having an issue switching from alive and death states and creating a corpse for them.
I posted in the DIscussions the exact error, it is fine with the rest of the Big/Small races but Naga, Weavers, and Mimics appear to be having an issue.
I'm using the 1.4 version of these mods for reference.
I think I found the issue. I had specified the Trolls as being a xenotype from the "More Xenotypes" mod, but they are actually in Big & Small Races.
I've deployed a quick, fix that should sort it out.
Ah, that would explain it. Is this on 1.4 or 1.5?
Not in itself, but I've heard about the issue in the past. Usually it is because _something_ forces "Incapable of Violence" unto a faction leader which causes the faction to fail to spawn and the whole thing to abort.
This actually happens (very rarely) in vanilla as well, especially with a lot of factions.
Usually you can just step back and try again. If not, well, try removing mods until it works. If you can figure out what mod causes it then I'd love to know as well so I can either fix it from my end (if possible) or inform the other mod author.
but nerfing the amount of synthread weavers make might be a good idea, even with their downsides they are pretty easy to have a huge amount of synthread at all times
or at least make it take longer to produce
otherwise might i ask for a spider body gene that produces nothing? understandable if not i just wanted to make a custom xenotype for myself that doesnt
the synthread IS useful, but i can see myself forgetting and suddenly having way too much of it (or having a wealth balloon due to it)
especially if i wind up with more then 1 spider
still, it is fun as hell to be making stuff with synthread, its rare i have the chance to
Yeah, the one that is just called Big & Small Races. I quite often go back an update or add stuff to the old mods. E.g. the Gorgons and Nagas for the lamia mod, and the oh so very serious 'lesser horned banana split neko cream slimes' to the slime mod.
@Shiv Stabbington
They remain a xenotype, the spider-body gene just changes their underlying race as well. (this can be changed back by overriding or removing the gene).
In practice this just means that the gene can change their body. :)
The C# code I wrote for the Abomination only exists in the 1.5 version. I could backport it to 1.4, but realistically most people will be on 1.5 in a few weeks, I think.
I generally use the "unhappy/very unhappy" genes less as a "A am sad" gene, and more as a, I am difficult to keep in a good mental state.
E.g. for a Jotun or Angel it might be because they have inflated egos. For an Weaver it might be because they have tendencies to violent outbursts at the best of times. And the Abominations just tend to be unhappy because of what they are.
Sorry if i sound rude as it is not my intention, i am only curious and i really love your mods!!
Yes.
@ℜ KyroLime
Thanks :)
@Akenno
I'm not sure what you mean exactly?
Fair point. I've added a link to HAR in the summary. :)
For anyone who wants to do more with the spiders I'd fully endorse anyone wanting to use my genes to make a spider-faction mod and uploading it to the workshop. Same goes for any other mod like that ofc.
All the genes they use are are available in Big & Small Genes.
btw, consider putting a link to Humanoid Alien Races in your description so people know what you mean by HAR, and as an easy link over to it if they want it ^.^
Their melee attacks can bite off chunks of your colonists, and there is a chance that they will messily debone their foes (tied to the "frenzied feeding" gene).
@Tanniu
It would be cool, but I suspect they would look a bit strange unless barding or caparison is added to the horse part when they put on clothing.
@[JdG] Pejman
I did ponder giving them a jumping gene as well, but I think that would make the two spider a bit too similar.
Making a 6-armed gene would be fairly easy. Rimworld doesn't show arms though, so it would mostly stats and the a bunch of extra arms on the health tab (if using HAR).
@WabbaCat
It really just affect the health tabs, bionics, how they take damage, etc. E.g. with HAR the abomination has 6 arms, no legs (snake body instead), two hearts, etc.
I wish we had 6 armed spider girls instead of the classical arachne tho (from time to time)
As of now all of the genes are available in Big & Small genes. :)
@TheCarrierPrimoris
Canon accepted. I have updated the xenotype description.
The Gene Extractor Tiers mod has “baseliner genes”. I think I coded a the gene eating (etc.) so they can grab those invisible genes.
“Human legs” or human body would both override the Marlith body on the abomination.
@Elementyo
They still get the graphics and such, but you can’t say, give the abomination 6 bionic arms and two different hearts. Without HAR they would under the hood technically have the human body composition.