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No idea if this will need a full update for 1.6 or not yet. I'll be testing it during my playthrough of Odyssey. Be patient
The endgame path of fully equipping Horaxian arms/eyes/legs is superb, because not only do you need to go through the trouble of gathering archotech implants, you need shards and serums to turn them into Horaxian parts... -which raise your mental break threshold, so now you need implants that lower that threshold and you have to stack whatever mood-improving stuff you can on your Horaxian super-colonist.
It's pretty fun, the only way this could be better is:
* If we had art to show Horaxian implants on the colonist, like how archotech eyes do
* More Horaxian parts--- Horaxian heart, lungs, liver... (maybe with a smaller mental break debuff for the smaller parts)
Perfect for my amoral Android Army colony.
Their ghouls are gonna be the bestest murder-machines ever with these horrid mutations.
No plans for that at the moment
The Archotech bodyparts are not affected by the Horaxian bodypart effects. However, they will be shown in the description of the Archotech bodyparts because they are an ingredient for the Horaxian surgeries. So, ignore those numbers, they don't apply unless you're creating a Horaxian eye; they were automatically added by RimWorld.
The usage of the word "mutation" is because base-game Anomaly uses it. These mutations behave as the base-game Anomaly mutations do.
Thanks for fixing it on your end! :)
I think I know what is causing that, but I don't think it should be changed. If your eyes are covered by clothing, you cannot see through them. It wouldn't make sense for an arm with ocular flesh, which is covered by clothing, to function.
Also, if I fix it, chances are that pawns with ocular flesh will lose their arms when I update the mod. So, there's that too. :)
That being said, I am not sure how to go about doing that at the moment. If I figure it out, I may include that in a future update. :)
Thanks for the suggestions and kind words :)
Thanks! :) I was not even aware it made the front page. That's pretty awesome!
As for future RimWorld mod plans, I don't have too many at the moment. Potential updates for this mod further down the line, after a bit of a break because I've played a lot of RimWorld lately. Between both Anomaly coming out and me developing this mod, I did two full-length, back-to-back playthroughs. Other than that, we'll see. :)
This is my first RimWorld mod, but I do have a lot of experience with making Skyrim mods before this. If you like my design philosophy and play Skyrim, feel free to have a look at my other work at my profile, Maleficus32, on Nexusmods.
Sorry, I don't know how I'd go about doing that at the moment. This is the first RimWorld mod I've made, so I'm not the most experienced yet. :)
Besides that, would it be possible to add a config option to make the tentacles a different color, like using hair color or something else?
Do you mean with the extra arm slots added by Evolved Organs Redux? Hopefully, yes. As you can see in the comments right below yours in the thread, I've found a fix and reached out to the author of Evolved Organs Redux about it. If they choose to, it'll possibly be integrated into their mod. If they choose not to do that, I may have to make a patch, myself. Ultimately, I am waiting for their response, though.
To anyone reading this, please be patient with them; they seem like a busy person. Please do not send them messages regarding this fix.
I think I found the cause of the problem. The new left shoulder slots lack the <flipGraphic>true</flipGraphic> tag. After more testing I'll get in touch with the Evolved Organs Redux team about this to make sure it won't break anything if added and to see if they can possibly add it into their mod in order to guarantee mods with other animated bodyparts are compatible out-of-the-box.
I intend to look into it. If I had to guess at the cause, the tentacles in the extra arm slots are appearing on one side because it's the "default" state of them, and the extra arm slots are not being recognized as different sides.
That being said, I am still a new RimWorld mod author. I don't have a huge amount of experience, so I cannot promise that I will be able to fix it. If that is the case, then someone with more experience than myself may just need to make a patch if it's going to be fixed at all. I intend to give it a try, though.
That is actually an idea that I was floating around in my head when I was initially developing the mod.
I decided not to include it in the first version because I wanted to make sure the mod was working and well-received as-is before I expanded its scope at all, but there is a possibility that could be added in the future. Like an addition to the body modification precept: fleshmass purity (mild), which would grant mood bonuses to fleshmass mutations and be neutral toward hybrid mutations, but give a mood debuff to regular bionics. Then fleshmass purity (strict) which would give a mood debuff to hybrid mutations too, due to their partially mechanical construction.
Haven't fully fleshed out that idea (pun intended), and I'm not committing to it yet; I just figured I'd mention the possibility of its inclusion, given the nature of your recommendation. What I do know is that it would be purely optional content, opted in via the Ideology system.
Thanks! Glad to see the descriptions are appreciated. :)