RimWorld

RimWorld

DragonBond
292 Comments
OgnirRats Sep 21 @ 12:58pm 
anyone having issues with gene eye color, [BT] EyeGenes2 | Base - [NL] Facial Animation | fixed it for me
Valenskarr Sep 12 @ 7:24pm 
First, @crow, love the mod, take my points since I'm broke.
@Balthazad 'only 10-15min to find a perfect location AND a nice seed?? i wouldn't even dare to dream of finding it that fast, usually i spend 1h+ on that alone' SAME BRO, my friends give me a hard time because of that very thing! Got a good chuckle with your 'you'd get sued' comment.
Crow  [author] Sep 9 @ 10:31am 
@Balthazad Yeah you're right, calling is lightweight and then making it slow you down was stupid. I'm removing the movement penalty next patch, I'm working on a few new things so I won't release a hotfix right now.
Balthazad Sep 8 @ 11:48pm 
@DocHoliday you could've used Reunion mod, create a 2nd velonir in CE but give her the "ally" trait (it will disappear ingame), then once you started go to the mod options of Reunion and set things to "only wanderer joinings active" with an intervall of 1 day, so she would've just walked into your colony on day 2. ;)

also, only 10-15min to find a perfect location AND a nice seed?? i wouldn't even dare to dream of finding it that fast, usually i spend 1h+ on that alone; i actually managed to require 4 days to set up everything for one of my colonies - whilst not going to work, only eating & sleeping & setting up that colony. if your spot was really that perfect, just write down the exact seed and the exact coordinates, it will be the same next time, just the other faction bases will be spread different. that's the whole point of the seed/coord system. :D
Balthazad Sep 8 @ 11:40pm 
"An aerodynamic armor set crafted for Velonir dragon riders, balancing protection and flexibility. Lightweight but durable, it ensures mobility during flight and while commanding from the skies."

if this was RL, you'd get sued over false advertisement, since that armor got an incredible movespeed penalty of -1.20

-0.20 is already so slow that i only use it if i have to

melees have movespeeds of 3.0-4.15 pre-bionics (and this armor seems to be meant for pre-bionics), you'd just take away 25-33% of that, can't call that lightweight, it's rather the heaviest non-powerarmor i've seen in 10 years of RW

on the contrary, i personally don't really care anymore, cuz the balance breaking dragons fly out of my modlist next colony :q
DocHolliday Sep 1 @ 10:28pm 
Also apologies if I came off disrespectful there. That was purely frustration with myself.
DocHolliday Sep 1 @ 9:23pm 
wanted to give my noble Velonir a noble Velonir wife, but I can just use a different origin and the Velonir xeno's so its all good.
DocHolliday Sep 1 @ 9:21pm 
It's your mod so I'm not trying to say you should adjust it for me specifically, I have just never seen a mod HARD cap how many of each race or xenotype you can start with, sure they have a preset number of each, but you can still go add more in with character editor, that is not the case here unfortunately. Either way the mod is cool! and I was just frustrated after having lost so much time for nothing.
Crow  [author] Sep 1 @ 9:20pm 
@DocHolliday You could edit the file yourself in the Scenario folder to let you add more Velonir or just remove the requirement.
DocHolliday Sep 1 @ 9:19pm 
I added a second Velonir, so the starting one I was gonna make a noble could have a wife.
DocHolliday Sep 1 @ 9:18pm 
That's not what I wanted, I just added more starting colonists and customized them.
Crow  [author] Sep 1 @ 9:17pm 
@DocHolliday I mean the mod is about the Velonir, if you want a starting scenario with a dragon egg you could've just used the regular Dragons Descent one.
DocHolliday Sep 1 @ 9:09pm 
and I had spent probably another 10-15 minutes trying to find the perfect seed and starting location... I know that's not your problem but there a lot of set up and customization in this game especially with mods, unnecessary limitations and forced caps just don't mesh well...
DocHolliday Sep 1 @ 9:07pm 
Spent like 40 minutes setting characters and factions up with character and faction editor only for it to blatantly refuse to start the game because apparently I don't have a Velonir even after reducing it to a single starting character, who was a Velonir... This mod is awesome but that kind of blows.
DocHolliday Sep 1 @ 9:04pm 
Also what is wrong with the starting scenario???? Just says MUST HAVE EXACTLY 1 VELONIR. Why create a hard limit to begin with??? Just makes it so I can't use character editor to customize the start to my liking which I have never seen on any scenarios before.
DocHolliday Sep 1 @ 4:20pm 
Awesome! Much appreciated, excited to see what you have planned!
Crow  [author] Sep 1 @ 10:30am 
@DocHolliday There's an armor overhaul coming soon-ish(as soon as I feel a bit better) so I'll see if I can include some new ones!

A title system is interesting, I'll take a look and see what can be done
DocHolliday Aug 31 @ 11:04pm 
Would you consider adding some basic foot soldier armor? Also I know this is a big ask but a title system for the factions would be epic too.
MdErroR Aug 31 @ 1:43pm 
"•Noble Blood gene reworked: no longer adds aggression, instead makes pawns incapable of dumb labor (hauling/cleaning)."............

My 23 people colony "19 of them have noble blood custom genetic race" Dear Dragon God help me!!
Crow  [author] Aug 30 @ 9:22am 
Patch Notes:
•Added Mountain Zaldrizes and Ebon Zaldrizes from Rimworld of the Dragon to Compatible Dragons list

•Draconic Regeneration now has higher Metabolic Efficiency to better balance its power.

•Noble Blood gene reworked: no longer adds aggression, instead makes pawns incapable of dumb labor (hauling/cleaning).
Crow  [author] Aug 27 @ 9:35am 
@「 Friheill 」Hey I'm working into doing some tweaks right now and I export all my textures as 512x512, which means you can already tweak them by using Rimpy! I won't downgrade them as of now for this reason. I do have an armor overhaul coming up where I want to remake all my armor textures, so I'll see to do it by then.
Guts Aug 25 @ 8:00pm 
these are the original values:
<xenotypeChances>
<Crows_VelonirRace MayRequire="Ludeon.RimWorld.Biotech">0.8</Crows_VelonirRace>
<Baseliner MayRequire="Ludeon.RimWorld.Biotech">0.2</Baseliner>
</xenotypeChances>

i've removed velonir line with 80% and changed baseliner to 1
Crow  [author] Aug 25 @ 12:06pm 
@Guts Well, I'm not sure if it's intended but you're editing the Baseliners, not Velonir.
If you want the Velonir to spawn more in the world, you should either edit the Velonir chances or go to
Biotech -> Patches -> Faction Patches -> Increase the Velonir chances
Guts Aug 25 @ 11:55am 
@crow i've edited this file 294100\3346930834\1.6\Defs\FactionDefs
<xenotypeChances>
<Baseliner MayRequire="Ludeon.RimWorld.Biotech">1</Baseliner>
</xenotypeChances>
because even using mod xenotype spawn control, spawn chances of velonir race didn't work
they keep spawning and only 20% are my custom xenotype
Crow  [author] Aug 23 @ 11:38am 
@Guts It's not hardcoded at all, you're either not doing it correctly or looking in the wrong place.
Guts Aug 22 @ 5:52pm 
good mod but why Velonir race is hardcoded, I've tried to edit .xml to change xenotype spawn chance but does not work.
Ghevd Aug 21 @ 9:11am 
Get well soon Crow, and thank you for your wonderful mods.
Crow  [author] Aug 20 @ 2:00pm 
@「 Friheill 」Sure, I can do that! It's just going to be a bit, I'm not doing the best health-wise. I'll get back on it as soon as I'm feeling better.
「 Friheill 」 Aug 20 @ 1:27pm 
@Crow Sweet, thanks! Also while youre at it can you make the textures be divisible by 4?
Newer version of Unity ony accepts DDS textures that are divisible by 4 so it will make possible to optimize tex on your mod using RimPy in the future.
Crow  [author] Aug 20 @ 11:38am 
@「 Friheill 」 I'll see about reducing the file size in the next update, then.
「 Friheill 」 Aug 19 @ 11:48pm 
@Lucio Magno I noticed it too, "Graphic Settings+" mod says that in my 370 mods modpack the combination of "DragonBond" and "AuroranKingslayer's RimWorld of the Dragon" mods take 25% of memory. Thats 25% faster game loading and I can smash more mods in my modpack.

Crow, we understand that you like playing with high quality textures but dont you think it makes your mod not worth to play? I mean it takes 2x memory then "Medieval Overhault".
Crow  [author] Aug 16 @ 12:23pm 
@Lucio Magno I export all my textures as high quality since I play with a custom camera mod.

@Balthazad I use UNAGI's Biotech textures for the ears.
Balthazad Aug 16 @ 2:51am 
yea it came to my mind that those ears are generic, but on your screens you seem to use them too. which unagi mod are you using for the ears?
it also reduces my frustration levels to see that not only my heads are offset to the right by a pixel, how about fixing that with a micromod? i could imagine 10 lines of code would do the trick for thousands of ppl :P
and thx for the update, just gonna have to wait then i guess x)
Lucio Magno Aug 15 @ 2:57pm 
Care to explain why this mod has almost 750 megabytes of texture content?
Crow  [author] Aug 12 @ 9:40am 
@Balthazad I think someone's already working on a Void Dwellers update, check the Dragon's Descent Discord, I think they were talking about it there.

Also the ears aren't my texture, they're base Biotech. I recommend finding a reskin of them, I use UNAGI's stuff because it's just perfect.
Balthazad Aug 12 @ 9:20am 
so, after checking through all hairstyles, i can clearly say: the ears are in frontview too close to the eyes (need to put them further out to show more hair infront of them) and in sideview also too far forward to the eyes (need to put them further to the rear of the head, where ears belong, atm they are positioned on mutton chops position)

i hope u fix that quick, and also the previously mentioned outlines of the ears, which have clothing-outlines atm instead of face/hair-outlines :)
Balthazad Aug 12 @ 8:51am 
oh and the ear-outlines need to become half of what they are^^
Balthazad Aug 12 @ 8:50am 
my test is stuck in character editor, the ears are of an unrealistic length & (in opposite to the pictures shown in the description) they have a weird vertical line where they are attached to the heads
Flurbel Aug 11 @ 3:13pm 
Is this compatible with Combat Extended?
Balthazad Aug 10 @ 6:08pm 
hmmmmmmmmmmmmmmm. is there any chance that you can take a look onto the Void Dwellers mod expansion, revive it's zombie and then add compatibility for those dragons too? your debut mod here seems quite impressive, can't wait to test it - so to say my hungry hope has been given a bone and is hoping for more :D
Crow  [author] Aug 9 @ 3:06pm 
@Matsay Hey there! Had a discussion in the Discord about the gene and a lot of people agree. I'll see about making that change in the next update. Right now I'm a bit busy with my next mod, Medieval Transports! Should be coming in 1-2 days.
Matsay Aug 8 @ 11:33pm 
My only gripe with this mod is the Noble Blood gene being a watered down version of vanilla's Aggressive gene (same metabolic cost for only half the impact). Consider having the gene disabling dumb labor instead : makes more sense lore-wise (nobles dont clean and haul), has a better in-game impact, and doesn't feel like you're giving free metabolism to round up your xenotype.
Rest of the mod is fantastic tho.
jimmyvision Aug 2 @ 2:20pm 
Brilliant was it, thanks OE!
ObviouslyEvil Aug 2 @ 1:01pm 
@jimmyvision Pretty sure your ideoligion forbids drug use. Best remove that if you want to use anything more than a beer or smokeleaf.
jimmyvision Aug 2 @ 12:38am 
Anyone else having the issue where it says you cant operate on dragons due to idioligion?
I cant seem to give them draconic ambrosia, unless I am missing something?
Great mod otherwise :-)
Crow  [author] Aug 1 @ 4:33pm 
@ObviouslyEvil Just sent out a fix that stops this from happening, thank you for the report! ♥
ObviouslyEvil Aug 1 @ 4:03pm 
Apparently anything that can remove permanent ailments like scars or lost body parts like a healer mech serum can also remove the dragon bond, though the other party will still keep their bond, as well as any mods that basically do the same as a healer mech serum either through abilities like some of the Vanilla Psycasts Expanded add ons or any buildings that do the same like the Medpod mod.

Thankfully this isn't too game breaking, no errors are caused by this. If only the pawn lost the bond, it can be reformed by using the bond ability, even if the dragon already has a dragon bond, though the bond seems to become distant despite both pawn and dragon being on the same map. Idk if it's permanent or not, but this can be overcome by removing the bond from the dragon via the same way you did with the pawn.

If it's the dragon that lost the bond, then you can use the ritual to remove your pawn's bond and then immediately reapply it through the ability.
Crow  [author] Aug 1 @ 10:02am 
@Siddown Oh, I didn't think of that. I'll try to send out a fix today
Siddown Jul 31 @ 9:39pm 
I think the descriptions of the genes should not have velonir in it because since you did patch archons to also have the gene, it makes people with ocd want to go manhunter
Hexa Jul 24 @ 7:12pm 
Amazing, first Rimworld mod and you killed it!