RimWorld

RimWorld

[AB] Xenotype: Yautja
142 Comments
Nimn Aug 24 @ 9:54pm 
Omfg i found what was causing this mod to reset the mod list. In a way, this mod updating DID do it, yet it's not this mod that's the issue. The aliens mod from loverslab did it. Disabling that, this mod works flawlessly. Only with both enabled did it do that. Confirmed through the sorting, selective disabling and enabling of, and updating of a modlist of i can only guess is 4-5 hundred mods. So for anyone who uses both, it's that mod causing it. I'm reporting the issue on that end too after posting this.
Alleyballey  [author] Aug 24 @ 11:34am 
I didn't do anything that would bloat the mod that much. The whole mod itself is only 20 mb, so my guess is other mods also updated when you thought it was only one!
RiqueGaming Aug 24 @ 11:22am 
Love the work you did with the gear though! Can't wait to try all of it out
RiqueGaming Aug 24 @ 11:21am 
Hey uh the last update about Yautjas no longer being xenophobic was 178mb big. Did you accidentally include stuff you didn't mean to, or was it steam reinstalling it for some reason?
Rex705 Aug 23 @ 12:42am 
The Thermal Mesh and Clock don't seem to show up in storage or stockpiles.
Nimn Aug 21 @ 2:30pm 
Given the kinds of errors that make the game unplayable for me even without, it's without a doubt a framework dependency. Most likely either the vanilla expanded or ebsg framework. The others i don't think were updated recently. I have other mods that use those frameworks and i'm even about to remove them to experiment actually. Don't know why i didn't think of it sooner, drama life drains mental capacity.
Rex705 Aug 21 @ 2:01pm 
Everything works fine for me it must be another mod they are using.
Alleyballey  [author] Aug 21 @ 1:01pm 
I cannot fathom why world generation is breaking? Every test I've done on newer versions with just dependencies the world generates perfectly fine. I am confused XD
skelegram Aug 21 @ 12:14am 
wait whoops, to clarify, I did narrow it down to specifically Xenotype: Yautja causing the error, incase I made it seem like that was just a wild guess
skelegram Aug 21 @ 12:13am 
Alright, I can back you too @Nimn. I doubt the issue's Yautja Xenotypes, but I'm experiencing a somewhat similar issue; all factions disappear from the map when using this mod. I reckon one of the bigger dependencies has made a stuff-up, so I'll opt to disable it until it blows over. (I spent like 3 days fixing a different rimworld error, my lazy-ass is NOT combing thru them all again lol)

absolute golden mod tho, can't wait to try the new weapons once rimworld lets me :)
Nimn Aug 20 @ 8:26pm 
I think all the mods this one requires were updated in the last few days, so no doubt it's one of them. Framework mods breaking can make all the mods they work with seem broken, i think. And because i tend to leave rim on overnight, of course i didn't get an update until i restarted the game so i could update.
Alleyballey  [author] Aug 20 @ 7:45pm 
Oh no! I'm glad I haven't royally messed something up though. Hope whoever updates their mod quickly so you can get back to your game. Thanks for taking time to dig through your modlist and prove Yautja's innocence lol.
Nimn Aug 20 @ 7:42pm 
And i now fully believe it's not only not this mod, but someone severely borked an update. I can't even start a new game. Gets into the map, and no scenario starts. Just frozen waiting for the popup and the pods to land, which never happens. Thanks for the patience, not everyone handles being told their mod could have an issue well, even if it's not the mod itself at fault.
Nimn Aug 20 @ 6:51pm 
It may have been an update on their end. I've added a few other mods, but removed nothing. And i doubt adding new mechanoids would affect this. Genuinely don't think it's this mod, i only came here to say because it only started after i removed this one. I've even used rimpy to erase all rimworld files and downloads then redownload. I'm certain it's another incompatibility, somewhere. It's impossible to find as far as i can tell when only this one being removed fixed it. Sort of. Still doing troubleshooting to see what could have caused it.
Rex705 Aug 20 @ 6:00pm 
I don't have that issue
Alleyballey  [author] Aug 20 @ 5:45pm 
@Nimn did you remove or add humanoid alien races to your modlist? I can't think of anything I changed that should result in a combustion at this stage in the mod. Earlier, sure, had one of my own saves combust. But now? I'm not sure
Nimn Aug 20 @ 5:40pm 
And i try load without it and it's an eternal load screen with my pawn portraits up top. I'll keep the save and try from time to time anyway, i quite like this mod.
Nimn Aug 20 @ 4:51pm 
Okay so odd issue. Suddenly when i start rimworld with this mod active, it resets my mod list to none. I've narrowed it down to literally this one by taking out entire pages at a time then culling until i removed only this one, and it loaded. Don't know if it's this one specifically or another one that just isn't compatible, i'm only going off what i found through elimination. Any idea what changed? It was working fine until i reloaded yesterday and now it's borked. What kinds of mods could be incompatible?
Rex705 Aug 20 @ 12:11pm 
Nice!
Alleyballey  [author] Aug 20 @ 12:05pm 
@Rex705 Found the problem, i put a patch in the wrong load order. In specific CoreSurgeries_Patch should be in 1.6/mods/HAR/patches not 1.6/patches. I'll send out a hotfix!
Rex705 Aug 20 @ 10:42am 
Ok sweet I found the options I can just turn them off in the facial animation settings now they are back to sweet alien form. This will be a big help when dealing with alien xeno's.
Rex705 Aug 20 @ 10:35am 
@Misterdino Prime How do I do that? I have always wondered if that was an option.
Misterdino Prime Aug 20 @ 10:23am 
you can always exclude yautja from the facial animation @rex705
Alleyballey  [author] Aug 20 @ 10:20am 
@Rex705 That's weird. I didn't change anything about their heads that should warrant this?? Any error log?
Rex705 Aug 19 @ 10:03pm 
After the latest update the heads get replaced by human heads with the facial animation mod. Before the update they kept their alien heads.
Misterdino Prime Aug 16 @ 12:51pm 
didn'te see that, time to put new creator in white list:Corpus:
Alleyballey  [author] Aug 16 @ 12:45pm 
@Misterdino Prime there is already a xenomorph mod under way, check the very bottom of the description the second discord link.
Misterdino Prime Aug 16 @ 10:06am 
cool, by the way, i remember there was a mod with a xenotype used for inaculate a hostage with a baby, making born by the chest, if you could use some xenotype for when a pawn mate instantly dies, could make facehuggers or even queen facehuggers, and that way make a xenomorph colony
Alleyballey  [author] Aug 16 @ 9:22am 
@Misterdino Prime Done! Also made sure to update the utility slide~
Misterdino Prime Aug 15 @ 12:18pm 
now we have augmented yautja, weeee(you should update that part in the mod photo of clans)
Alleyballey  [author] Aug 14 @ 9:07pm 
All who use a Cloaker (belt) be warned that in the next update it will become a belt occupying armor piece rather than an invisibility belt. Either hold off on crafting the cloakers or go into options and enable dev mode and give yourself back the shifter! The gauntlets will soon have the ability to be upgraded into cloaking gauntlets with a shifter to give invisibility without anomaly or other mods!
How to spawn a shifter...
step 1. After enabling devmode click the third button at the top middle of the screen.
Step 2. Either find or search spawn thing.
Step 3. Locate "ABYautja_CloakingDevice" And spawn as many as you have cloaking belts!
Alleyballey  [author] Aug 14 @ 6:18pm 
@Koka I will increase the vacuum resistance.

@TheRedPriest the way rimworld code detects % adding is odd. Numbers under 1 detract from the skill, while numbers over 1 (like 1.35) add to the skill. This is intentional. Also do not correct me on the method of how i'm adding skills, merely the amount that is occurring. The mandibles are supposed to add 3% efficiency not 3.
Koka Aug 14 @ 11:58am 
@Alleyballey could u make 67% vacuum resistance for yautja helmets?
45 % is too low =(
TheRedPriest Aug 14 @ 12:35am 
The Piloting gene is adding +135% instead of adding +35%
The jaws are both called upper, and are multiplying by 3% instead of by 3
trash bin 2.0 Aug 12 @ 9:53pm 
I've honestly been waiting for this mod for far too long thank you so much!
difer21 Aug 12 @ 3:40am 
como me uno al discord ?
DOCTOR CROW Aug 10 @ 2:40pm 
i wanna say thank you @Alleyballey for bringing avp mod back too life absolutly love it!
London WNKR Aug 10 @ 10:41am 
@Alleyballey you added weapons and masks? How do I subscribe to your patreon twice? Lmao Youre an absolute legend. Ignore the whiners take your time this mod is epic!
Nimn Aug 9 @ 7:57pm 
Well, it took forever, but i finally got another yautja head on a non yautja XD An albino head on a big and small races oni. Considering a new game and it took a day of constant gameplay, that's a pretty good ratio. I'll certainly take it over having several per raid with it.
RiqueGaming Aug 9 @ 4:40pm 
Any chance you could include pics of the armor/weapons within either the description or the preview images? I'd love to use this mod but with all of the weapon changelogs I dont know how much is actually in it
Argyuile Aug 9 @ 9:58am 
Thanks so much Allyballey
Alleyballey  [author] Aug 9 @ 9:15am 
Any comment asking if or when armor is coming will be ignored. Go to the discord or go to the bottom of the description. Both will clearly state what i have planned. When? when its ready. CE compat will never come, I don't play with it. You may investigate or create it on your own time.

I'll look into grendel frame causing upper mandibles.
I'll look into the piloting gene giving the propper amount of skill increase.
I don't know if I can do anything about the noise frequency, that may be base-game, but I'll glance at the xml.
difer21 Aug 9 @ 1:55am 
el mod es perfecto, pero siento que le falta lo mas importante, las armaduras tan cónicas que hacen destacar a los depredadores, y con la habilidad de hacerse invisibles, saludos desde Colombia
»SoD« Thekillergreece Aug 9 @ 1:55am 
Finally... the pack is here...
pphhyy for Marine-oriented stuff.
Nighzmarquls for Xeno stuff (still unreleased)
and now this. I appreciate it.
Silly question but any plans for Predator-oriented objects, defensive placements, etc? And... CE compatibility?
DOCTOR CROW Aug 9 @ 12:15am 
idk if this is suposed to be or a bug but i noticed the genes get very mixed whenever what yautja u are, like sword yautuja only have lower mandles still get upper mandles with grendel frame,
Nimn Aug 8 @ 10:19pm 
I'll enable again in a few minutes and see how it goes. Thanks. it's not game breaking, but certain weird XD Admittedly some races look cool with the yautja head, but some just look creepy. DOn't think a highmate is meant to be that angular. Anyways, thanks for the update.
Argyuile Aug 8 @ 10:01pm 
I love the predator sounds but it happens a LOT, is there anyone way to tone down the frequency of their clicking? Also the Piloting gene doesn't SEEM to be working, but IDK how piloting is calculated in the first place. If the piloting gene is supposed to give a flat 25% bonus then it's definitely not working. If it gives 1.25xPiloting then it MIGHT be working but I can't tell.
Alleyballey  [author] Aug 8 @ 9:03pm 
@Nimn no it can just cause some issues with "this race only genes" being distributed to others. The most recent patch should fix the head issue hopefully. If not, let me know.
Nimn Aug 8 @ 8:50pm 
Only one on the list and it isn't enabled. Haven't needed it as far as i'm aware. Do i need it enabled?