RimWorld

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Avali Race Patchbox
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
3.684 MB
23 Jun, 2023 @ 10:44am
13 Jun @ 3:29am
17 Change Notes ( view )

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Avali Race Patchbox

Description
Avali Race PatchBox
A messy set of patches and tweaks for the Avali Race Mod (Continued)
(made by someone with rather vague idea of what a code is)

The end goal of this, is to reshape that old and simple mod so it'll actually blend into the game of Rimworld, while also better representing the titular setting.
So far everything is XML patches, but amount of them gets ridiculous. Eventually may pick the actual mod and make a "fork" for simplicity.

ONLY HARD DEPENDENCY IS THE AVALI MOD ITSELF AND THE CORE GAME
Some of the changes and new features rely on DLC and other mods, but are optional. Bulk of patches is made for just core game.

Now includes pawn and apparel textures from LDv's Race Mods personal Graphic Retouch - for Avali
Whatever graphic updates may come, will be designed around this.




THIS IS STABLE NOW.
Still a WIP and is going to change, but what's there - is functional.
(been tested on a horrible 100+ mod setup and whatever did break isn't this)

If you see some weird behaviours, it is likely some mod conflict. If you find what's conflicting, i'll try to fix it.




- So, what's in the box?
Here's a short summary so far.

- New tech progression.
Old and new stuff spread between new nodes in vailla tech tree, and several existing nodes. Everything has different requirements now, mostly the same as vanilla human analogues, or near that.
- Items rebalance
So far, actual stats left almost unchanged, but costs and tech requirements brought in line with vanilla analogues.
- Race rebalance.
Some OP stats and restrictions toned down. Added some of the racial traits (Comfort range, nearsighntess, respective implants, Guardian nanites in core. Darkness adaptation and arts affinity with Biotech. Egglaying with Vanilla Expanded framework (req. Biotech)). NPC faction's pawns brought to some kind of order. More to do here.
- DLC support.
Biotech - xenotype and kids related config, added surgeries, most of the mechanitor stuff. Ideology - "lore-compliant" settings for the culture and ideology randomizer. Royalty - already had support, just unrestricted couple more items.
- Lore pass.
All item descriptions redone in fluffier way (and somewhat generalised for Rimworld standards). Also everything else to an extent.

- New content
So far bare necessities: a bunch of new recipes to supplement progression; child clothing, a couple of implants to go with race changes, all using existing graphics as base. More may come.
- New starting scenario
Ignore the stupid description. Functionally it's just "Crashlanded but avali". Far less overpowered start than the old mod's default one. Consider their new heat weakness, nice comfy temperate forest is scorching desert with trees. Also has a custom faction icon to easier find on the map.

Misc mods support
  • Research Reinvented - field packs patch (they're slightly offset for now, needs custom graphics to fix)
  • [SYR] Scar Removal Plus - recipes patch
  • . . .

Any suggestions?




Credits?

Fluffy space raptors made by RyuujinZERO[www.furaffinity.net].

LDv's Race Mods personal Graphic Retouch - for Avali by 아몰라묻지마 - for nice textures

Thanks to people from HAR discord for their patience
Also thanks RimVali team for inspiration... and the fact that their mod being unfinished is literally a reason why this exists.
34 Comments
Shadow  [author] 20 Jun @ 7:55am 
For Biotech one can try to seek answers in vanilla genes. Here i'd have to learn HAR guts properly and rewrite the race configs.
If i'm going to, might as well "remake" it all into a standalone (fork?) mod for 1.5+. For now it's only a hypothetical possibility though.
Not fun times, not much hobby juice.
miniusAreas 20 Jun @ 12:00am 
yeah unfortunately I haven't narrowed down the rendering issue for BA-F either. If you do figure it out please share this forbidden dark magic, because trying to find why has been a pain.
Shadow  [author] 14 Jun @ 6:36pm 
That was reported on main mod's page as well.
So turns out it is *not* properly updated to 1.5 and Mile won't finish it.
Perhaps someone else will fix it, I don't know how to at the time.

This patch has no errors in itself now, and once the base mod is fixed this should work.

Until then, if you really want this specific mod, can stay on 1.4.
Or if you just want avali, try the Biotech one?
[07] G.4.M 14 Jun @ 8:49am 
yeah rendering issues are bad doesnt shows what to cut what to mine is it fixable?
Shadow  [author] 13 Jun @ 3:33am 
Allright, fixed this up.
There is some error spam in the main mod, though. And it doesn't utilize the new pawn rendering.
Other than that, apparently all works?
Midav 12 Jun @ 2:17pm 
Base mod updated to 1.5
Shadow  [author] 12 Jun @ 1:06pm 
Is the base mod updated after all?
I'm out of Rim for the time being.
[07] G.4.M 10 Jun @ 8:16pm 
1.5 ? pls
Shadow  [author] 29 Mar @ 11:06pm 
Oh so they mess up this too.
Vine and RimVali doing this kind of things all over the game is a reason why this patch exists)
Rattler 29 Mar @ 5:49pm 
So I did some investigating and I found out what it was that's causing them to spawn in other factions, turns out it's the Vine mod that I must've left on by accident when I was exploring the avali mods. So that should solve the problem with the traders. I apologize for the inconvenience XwX