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It is because of Rimworld's combat system. Most of the time or something it just picks the strongest attack, and otherwise an attack mostly at random, so if they have a stronger attack then it is unlikely to be picked since they have all the random less-useful attacks like "bite", "punch", or with weapons stuff like attacking with the pommel.
It might be that the fish from the mod is marked as acceptable vegetarian, in which case that might mess with it.
Unless something broke in 1.4 they should consider it cannibalism and all that. Tbh. the system I wrote is a bit simplistic though, which is why you get weird stuff like armor being somewhat damaged.
Adding a warning message sounds like a good idea. I'll add that to my to-do.
@azll
Thanks! :)
@Raven Guertena
My other mods have some other myth-based xenotypes, such as oni. This one is mostly focused on snake-like stuff.
Sometimes a hostile pawn (custom xenotype) will fail to swallow a colonist in combat, I thought I lost my protag
Also, currently colonists do not react to themselves or others being eaten, even dieing. They don't consider it cannibalism for some reason nor care they were harmed by that pawn.
Also, struggling prey damage worn gear and can even break them if the predator is too tough. I just find it funny and it's probably just the damage system.
Unrelated but may I suggest an alert or notification for when a pawn or animal is swallowed? Especially a hostile eating a colonist. If I happen to miss it, I won't have a clue till I can't find them anywhere at all and start specifically gut checking.
They just disappear from all menus, at least until the death message.
Yes, I did not notice that the victim had requirements other than the size difference. So a pawn with the genes of a giant can eat ordinary pawns. And restore concentration at the same time. Combined with Vanilla Psycasts Expanded, this creates a pawn of monstrous power against the raiders. Hand over a pack of spells, devour the nearest victim alive, and hand over a new pack.
Not if they are cannibals. Might be something broke in 1.5 though, because that used to work the same as if they had eaten the corpse normally. I'll make a note to check it out (I'm on vacation right now, so it will be a bit).
@Gamerhell
From Hugs Log Publisher? I dunno what that would be about, tbh. Never heard of that issue.
@Jack Salem.
I'll get rid of the blocker. A monster like that being incapable of violence sure is a strange combo tho.
...At some point I should really redo that gimick xenotype. The original idea was to have them as enemies that would have been a bit like the advanced invisible anomaly <redacted>, with the xeno stealing children and requiring you to track it down and kill it to get them back. It was just a bit beyond my abilities at the time.
If you install Humanoid Alien Races they will have a snake tail. Without using HAR it isn’t really possible to change what limbs they have. :)
@Gamerhell
I’m going to need the full logs to figure out what is going on in your game. That error could be from a completely different mod. Please use the Hugs log publisher.
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.Fogged (Verse.IntVec3 c, Verse.Map map) [0x00000] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.TooltipGiverList.DispenseAllThingTooltips () [0x000bc] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x0007f] in <cd7169108ea74757aa50c5b33d275c15>:0
at (wrapper dynamic-method) RimWorld.UIRoot_Play.RimWorld.UIRoot_Play.UIRootOnGUI_Patch2(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch2(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch2 (Verse.Root)
(I doubt its a bug from this mod, just found it funny)
Fixed. It was an issue with race-swapped pawns not being added to a certain list and causing an error when despawned. :)
@zyzyhasl
I've not seen any issues with the tails not rendering? Are you getting any errors?
If you mean that they don't show on the Health Tab, then you need Humanoid Alien Races (HAR) for that particular feature.
@FailPail
I think that one is a mod conflict, but it is on my todo list to find a solution.
Basically the female gene forces the pawn to swap, but another mod is trying to force them to have a male face, of which there are none valid. If you're using the Character Editor or a similar mod you can fix it by swapping their face.
I'm not sure what exact mod causes it though.
idk if its just me but I'm having issues with it causing my character to become invisible and locked in place
https://pastebin.com/WVThUdSG
I HAD an error log but when i checked it before pasting the link i couldn't find the error i saw. currently the pawn is a siren with no face/hair and a hat the error was something about a texture not found, i am really sorry i lost it somehow
I am playing with HAR.
Yeah, probably. I think I made the hair-colored snake body when I created the Gorgons.
@[FD] Tomatohead
I don't know, though the snake tail would probably work since it draws over the pawns body. Might look a bit odd with apparel showing up on top of it though.
If some artist feels like making one then I can include it. I otherwise tend to try not to make my stuff too similar to other modders stuff. :)
I’m going to try to fix it myself when I have free time again. :)
I'd made a custom xenotype with a snake tail and the titan body size. The tail addition and the pawn's torso was not aligned at all, and it was very noticeable from a side view (Tail graphic stuck out much further). I tried the same xenotype in 1.4, and pawns looked correct there.
I'm not using HAR, if that matters.
Steam workshop has messed up downloading Big & Small Genes, at possible other mods.
I'd suggest re-downloading everything. The Rimworld Discord has instructions on how to do so.
Buncha red errors when loading this mod with no mods other than its dependencies. AND the HugsLib Log Publisher.
There is actually a graphic like that lying around in the mod. I think I just had issues with the layering of other items with it. Don't recall exactly what the issue was though.
I have a patch for it in my local version. I just need to wrap up some other changes before I can deploy it. :)
They are technically just bald, but perhaps I can patch it so they won't get a desire to get a new look.
It shouldn't even be possible for them to be alive if the tail was destroyed, they have vital organs in there.
If this is a deathless snek then you'll need a healer mech serum. I believe that will also restore all the missing organs.