RimWorld
Rimeffect Races [1.2+]
264 Yorum
Mlie 31 Oca 2023 @ 13:12 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2926557428
Hope it helps anyone!
Squirtle 14 Ara 2022 @ 12:25 
@Von Hoffenfloffen I checked the defs and found nothing that suggests they need specific things, are you trying to use the mod on 1.4? Because it is not compatible at the moment.
Von Hoffenfloffen 13 Ara 2022 @ 13:14 
I have a Hanar guest that can't eat anything.
And i can't find any information except that they have a "unique biology"
Seems like she can only eat specific things but i need to know what exactly she can eat.

I highly recommend having some kind of info about that, cause right now I'm finding nothing.

But if it's simply a bug then sorry for the bad tone.
Vakaria 29 Kas 2022 @ 23:28 
Please update for version 1.4. Thank you!
The Wizard of Nova Scotia 25 Kas 2022 @ 17:21 
any 1.4 chance?
Bler 19 Eki 2022 @ 13:22 
@troopersmith1
I haven't seen anyone else ask, so I figured I might as well bite the bullet and ask the annoying question. Are there plans to update this mod to 1.4? I greatly enjoy this mod, but I understand if updating it is too much of a pain.
Frettzo 6 Haz 2022 @ 14:59 
any chance to get individual krogan and vorcha mods?
Devixian-Firehawk 7 Oca 2022 @ 15:52 
Hey so I was wondering is you could possibly make female krogan, Turians, etc, more common. Out of all my time using this mod, I have never once seen a female krogan, and only saw a female turian once.
Mr. Kitty 20 Kas 2021 @ 19:33 
@troopersmith1

Ah, alright. Sorry for misunderstanding. I adore the mod, this is the only issue I've had with it and as far as such things go, it's very minor. As such, I'll still make use of it regardless of the hiccup. I appreciate the mod itself and the work put into it. Have a wonderful day, my friend.
troopersmith1  [yaratıcı] 20 Kas 2021 @ 19:29 
Sorry, that wasn't for you. That was for Tynan. Just venting frustration, nothing to worry about.
Mr. Kitty 20 Kas 2021 @ 19:27 
@troopersmith1

It's not a terrible thing to have happen, but what do you mean by a whitelist or blacklist? Forgive me, I'm a bit of a simpleton.
troopersmith1  [yaratıcı] 20 Kas 2021 @ 19:20 
@Mr. Kitty

It is unintended, but it will require a little creativity to get around. Poorly defined race property flags. (Thanks Tynan) Use a whitelist or a blacklist. Don't switch back and forth
Mr. Kitty 20 Kas 2021 @ 18:27 
@troopersmith1

Just ran a game without either dlc enabled and still found Geth in the ancient dangers. I'll still be using the mod regardless of this little hiccup, but if something isn't meant to happen it's better to let you know, yes? (Assuming the ancient dangers thing isn't intended.)
Mr. Kitty 20 Kas 2021 @ 18:14 
@troopersmith1

I've done some testing of my own and in the end the geth still persisted in their spawning in ancient dangers as part of the mechanoid faction even after disabling all mods except "Humanoid alien races" and the mod itself. I had even disabled the map mod I had been using to spawn more ancient dangers to ensure it was not that which was the issue but when I finally loaded a map that had a mechanoid based danger it once again had geth inside. (Checked with Dev mode)

The only other things I could disable would be Royalty or Ideology, the DLCs. Aside from the this mod and HAR, the game has been set to vanilla.
troopersmith1  [yaratıcı] 19 Kas 2021 @ 18:08 
@Mr. Kitty

Let me know what you find, if there is some compatibility issue, I would like to at least note it in the description.
Mr. Kitty 19 Kas 2021 @ 17:40 
@troopersmith I run the entirety of vanilla expanded and Rim-Effect beyond your own rim-effect mod and the patch, though I didn't think these would cause issue. The only other mods I run that effect factions are the "[SR]" Factional war and "[SR] Raid Extension"
.
For pawns, I run playable geth, but that has already been mentioned compatable... And then the final one that effects pawns would be the O21 Forgotten realms mod. I'll do some testing on my own running the mod with others enables. I hadn't considered that they were not meant to spawn with the mechanoids and that it might me an error. That is my mistake.
troopersmith1  [yaratıcı] 19 Kas 2021 @ 16:19 
@Mr. Kitty

I do not believe the Geth should be spawning in the Mechanoid faction at all. They are only added to their own custom faction. Are you using another mod that affects factions or pawnkinds?
Mr. Kitty 18 Kas 2021 @ 10:16 
Is there any way to ensure the Geth no longer spawn in the default mechanoid faction? I've tried disabling the geth faction itself but this does not seem to disable the Geth from spawning.
PremierVader 12 Kas 2021 @ 4:56 
Many thanks! No matter how many new mods are released I think im going to use your mod forever, I just love the whole package.
troopersmith1  [yaratıcı] 11 Kas 2021 @ 18:07 
@PremierVader

All the races present in this mod can be toggled on and off in settings. So long as you disable any released races to avoid overlap, you shouldn't have any issues at all.
PremierVader 11 Kas 2021 @ 12:11 
Hey is it good to work alongside the new mods for Asari and Reapers and Drell by the Vanilla Expanded Team?
troopersmith1  [yaratıcı] 2 Kas 2021 @ 15:51 
OrphenLegato 2 Kas 2021 @ 15:21 
Is there a patch to allow them to use rimeffect weapons and armor? Awesome mod btw!
ChrisPikula 6 Eki 2021 @ 10:01 
:+1:
troopersmith1  [yaratıcı] 6 Eki 2021 @ 8:13 
@all

Updated. Fixed Vorcha traders
ChrisPikula 5 Eki 2021 @ 23:09 
1.3
troopersmith1  [yaratıcı] 5 Eki 2021 @ 18:30 
@Chrispy

Playing on 1.2 or 1.3?
ChrisPikula 5 Eki 2021 @ 18:04 
I got an error for Vorcha Traders:

https://pastebin.com/SQYvAbNw

I do not use the White Hand faction, btw.

Missing '<trader>true</trader>' on line 254 of VorchaPawnkinds.xml, I think?
why are we here? just to suffer? 3 Eki 2021 @ 22:11 
yaaaaaaaaaaaaaaaay
troopersmith1  [yaratıcı] 1 Eki 2021 @ 6:40 
@all

Changed playerfaction descriptions so it is easier to tell them apart when creating custom starts
UrShaikort 30 Eyl 2021 @ 12:37 
Can you please rename player colony presets? It's impossible to see what species you are trying to use in a custom scenario before you generate the planet
HAL!!!!! 26 Eyl 2021 @ 21:17 
ty
troopersmith1  [yaratıcı] 26 Eyl 2021 @ 21:16 
@all

Updated. Corrected error message for users who don't own Ideology.

@HAL!!!!!

Sorry about that. Fixed.
HAL!!!!! 26 Eyl 2021 @ 20:50 
help
HAL!!!!! 26 Eyl 2021 @ 20:50 
Could not resolve cross-reference to RimWorld.ThoughtDef named GroinChestHairOrFaceUncovered_Disapproved_Social_Female (wanter=cannotReceiveThoughts)
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Cosmic 26 Eyl 2021 @ 20:33 
@troopersmith1 You're amazing dude, thank you so much! Such a great mod
troopersmith1  [yaratıcı] 26 Eyl 2021 @ 16:31 
@all

Updated. Made Quarians immune to the various thoughts regarding nudity/clothing added by ideology
Cosmic 25 Eyl 2021 @ 22:57 
Is there any way to fix quarians being considered "nude" since they're unable to equip normal clothing?
KingZork 16 Eyl 2021 @ 11:37 
Thanks for the quick fix.
Great mod btw, a must for that mass effect feel for rimworld.
troopersmith1  [yaratıcı] 16 Eyl 2021 @ 3:56 
@KingZork

Patched. My bad, during testing I forgot to check the regeneration function for the Vorcha.
KingZork 15 Eyl 2021 @ 19:27 
Hi, the vorcha race is throwing errors when present on the map,something to do with heddifs, its affecting performance.
Hugslib log:
https://gist.github.com/e39650fcbe1f8d3488346ef57dd218b9
PremierVader 15 Eyl 2021 @ 12:25 
Many thanks for updating! Dont even mind the simple issue with Batarians. What a great mod!
troopersmith1  [yaratıcı] 12 Eyl 2021 @ 11:48 
@all

Updated for 1.3. Unfortunately, I am unable to figure out the WoundAnchor issue for the Batarians, so for now, they are simply exempt from the system. So that means that they will not show any Archotech or Bionic eye that you give them, and won't show if they are blinded. I will continue messing about with it and if I figure it out, I'll upload the fix.
Stranger 12 Eyl 2021 @ 10:24 
@troopersmith1 I could kiss you you sexy bastard....
troopersmith1  [yaratıcı] 12 Eyl 2021 @ 6:25 
@all

1.3 Update will be dropping shortly, hopefully within a couple hours. Everything is complete except the wound anchors for the batarians, which are giving me a hard time because of the 4 eyes thing. Once I sort that out, the update will be dropping.
Stranger 1 Eyl 2021 @ 4:48 
@troopersmith1 So glad to hear you're working on this for 1.3, it's one of my favourite mods, love the level of detail and variety of stats, buffs etc. Keep up the good work.
PremierVader 30 Ağu 2021 @ 7:44 
Yeah no pressure man, I dont want to make you feel like you are being rushed. If you got a handle on things now then glad to hear it. Best of luck with both family and work!
troopersmith1  [yaratıcı] 30 Ağu 2021 @ 4:50 
@PremierVader

As I said before, I am working on the 1.3 update, but my time is limited. I cannot give a specific ETA, but I am working on it as time permits. I do modding in my spare time, for free, so job and family needs to come first. I don't want to come across the wrong way, but I would rather not have you give it to someone else to do. The update is mostly complete already and it would be rather irritating to have done all that during these last few stressful weeks for nothing. Things have settled down considerably, and I have more time now than in the previous few weeks. I will have it updated soon.
PremierVader 29 Ağu 2021 @ 22:43 
Hello dont want to pressure you too much but when will the 1.3 update release? Oskar is releasing the other mass effect races mod one by one but its going to take a LONG time. In the meantime this is the perfect simple mass effect races mod that combines multiple races and I prefer this but its still not been updated. If you think its too much trouble or you cant do it then with your permission can we ask another modder to update this mod instead? Once again no pressure but this mod is being sorely missed right now.