RimWorld

RimWorld

Zeta Reticulans [Player/Hostile Factions]
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Update: 6 Jan @ 7:36am

Small patch to fix some egregious bugs.

► Added a harmony prefix to IncidentWorker_OrbitalTraderArrival and moved the fluff about Zeta tradeships from the allocation pad to the letters that pop up when a new tradeships arrives.

► Refugee Zetas get their own pawns that dress in regular clothing and don't have monitoring implants to represent Zetas that who have broken free of Reticlan control.

►Faction and settlements are now randomly generated by mashing different lists together.

Bugs squashed

► Zeta Traders fixed to only show up if you're the playing as Zetas. Which I broke/disabled while bug testing who knows how long ago. Huge mistake.

► There was a serious issue where Zetas butchering animals would trigger ideology thoughts about butchering humanlike, only stumbled upon this because i was playing a human colony with a Zeta guest. Rejigged my animal butcher thought patch so instead of pinging out a TaleDefOf.ButcheredHumanlikeCorpse, which then divies out thoughts according to the race butchered using HAR code (works fine in non-ideo cases), I iterate though the race's butcherThoughtSpecific list using my own code and trigger the thoughts using Utilities.ThoughtForZetasOfPlayerMap(butcher.Map, thoughtDef).

►FINALLY solved an error that would pop on world generation/colonist randomisation about X pawn not finding a shuffable backstory. This took *for ever* ever to find, like dozens of hours of trying things that didn't work. At the end of the day it was as simple as removing <backstoryFilters> from the NPC faction def, which is pretty much the opposite of what I figured the solution to have been. Minor error really but since it appears upfront upon world generation i'm sure it turned alot of people off.

►NPC Zetas factions now spawn their proper Faction and Settlement names

Update: 9 Sep, 2024 @ 8:25am

There was a *butt ton* of C# and XML refactoring done, i'll gloss over most the specifics but if I included them this list would be massive.

►Added a "Neurolaser" gun. Unlike other laser code i've encountered it's set up to work as a stand alone projectile you can tie into any projectile verb. Can cut through multiple enemies if you line up your shots right, but friendly fire is a bit more likely than normal.
►Interrupter R48 and R12 are being phased out for the new laser Weapon and the original R30 interrupter respectively. While i do want to create a feeling of Zeta standardization this long/medium.short range interrupter were a boring way to do this
►Created a new conversation comp that will alert player to the upgrade and automatically spawn the new weapons/delete the old upon unequip (Stupid amount of time spent for this nicety)


►Added Singularity shells for mortars, design based on the balldo.
►Redid Singularity grenades into a x3 use weapon and coded a whole graphic thing for it that changes textures to match how many grenades you've thrown (It's a useful bit of code so i'll try to think of more ways to use it)
►Singularities will track their sizes now and merge with other singularities that are within their radius so you can make them bigger and bigger if you have enough ammo to do so.
►Radius damages like Singularities will now warn pawns that they're dangerous and make them runaway.
►Singularities will now leave two hediffs: One regular hediff that simply bleeds and causes pain until healed and another permanent hediff that simulates soft tissue and bone warping from localized gravitational effects.
►Some damage/hediffs will now track part health and return stages based off total missing health. If i have a hediff with 100 stages (labeled 1-100%) instead of returning an additional 1% for every point of damage on the part it will now return stage 75 if 75% of the parts health is missing. This is adjusted according to the health taken out of a part by permanent wounds.

►Spent a dumb amount of time coding a relatively minor silhouette mote effect (Like you briefly see on vaporized Zetas) for beamed in items and singularity grenades before they explode.
►Related to the above I spent a similar amount of time coding a mote that attaches to a spawned in ethereal thing who's thing-class set with info from it's spawn verb, then that info transfers to an attached mote which takes on the appearance of an item, when that mote has done it's job it then then seamlessly spawns in the item it's replicating. This is purely to avoid pawns interacting with items as they're beamed in while avoiding the red X forbidding overlay or issues with pawns merging forbidden + unforbidden stacks that are close to one another.

►Basic thought support added for butchering anomaly's monster.
►2 new icons for butchering meat (normal meat and twisted).

►2 new icons for memo-graph procedures to cover animals and infants, also both tested to make sure they 100% work (I think animals were glitched last live version)

►Interrupter weapons get a new cast noise

►A *massive* amount of refactoring and rewriting C# to save tons of calculations and make the assembly much prettier. Way too much to list but a ton of my time went this part of the update, it's a big change.

General Balance
►Slipsuits reconstruction now bandages at max quality. I think "low quailty bandaging" that can lead to infections broke with the feel of it being a molecular reconstruction.

►Allocation Pad medicine beam in upped from x4 -> x6

►"Slept In Barracks" softened considerably from a spread of -6/-2 to a spread of -2/+1, single rooms (sleeping pods) are still preferred -especially when combined with disrupted sleep- but this change should make barracks a practical option none-the-less. It was bad design to put this sort of hard(ish) limiter on base layout like that and I think it's extra problematic when you're trying out Zetas for the 1st time and don't know what to do.

►"Slept In Bedroom" moodlet spread nerfed from +1/+6 to +1/+4

►Gravitational Warping is now 100 stages long and more harmful

Royalty
►Joyfuzz swapped out from +30 to +12 version

Bugs squashed
►GDZR_THOUGHT_GrayPall MayRequires fixed/Added

►Fixed Traders selling Zetas as slaves instead of colonists. Although I'm not sure if I failed to carry custom code over when I was upgrading C# to 1.5 or if this was from a bug I caused while working on the new update, and never pushed live.

►Singularity trap now properly spawns it's blackhole (again i've been working on this update for so long im not sure if some of these issues were pushed live to start with).

►Fixed warning on load about pawn relations not properly being saved due to the relation being aboard passing trade ships.

►ThoughtWorker_Bright relational operators checked backwards, grossly amateur mistake

►ThoughtWorker_PassionateWork > MoodMultiplier > pawn.jobs.curDriver would occasionally be null for a tick here or there, like after killing an enemy in combat, someitmes, so that's null checked now

►Neuropathy now properly stack severity instead of only adding the 1st time
►Neuropathy now tells you what part it's being applied on for organs other than brain

I'm sure i forget to write some stuff down, and like i said at the top lots of organizational stuff I decided to leave the specifics of unmentioned.

Update: 17 May, 2024 @ 7:17am

Should have put this instruction in the update comment I make on the mainpage but when you buy an Orb from a reticulan trader you'll have to save and reload to get their visual effect atm. IDK why they've not receiving it as soon has they come out the pod, lord knows how long it'll take me to fix and i wanted to ship this update before the weekend was over/i went to sleep

Ideology
►Extracting skulls will now get you a +2 mood boost for x2 days (Another breakthrough on a coding deadend of times past)

Other
►Added basic integration for Vanilla Animals Core, meaning that when you butcher you'll get a thought that specifies the animal instead of giving you the generic "unsupported race" thought.
►Added basic integration for Vanilla Animals, Waste Animals
►Added basic integration for Vanilla Animals, Royal Animals
►Added basic integration for Vanilla Animals, Endangered Animals
►Added basic integration for Alpha Animals
►Added basic integration for Alpha Mythology aka Magical Menagerie
(So many animals, literally multiple business days of clerical work)

►Bio-asset released mood raised from 4 > 6 to better communicate that release can be a better option than squeezing that last organ out
►Bio-asset released days nerfed from 4 > 3

►Refresh HediffGivers + Hediffs for Zeta race labels and need removal have been switched up to save all that calculation overhead.
►After much experimentation (hediffClasses with Null PostRemove method, PawnGenerator_GenerateInitialHediffs, and MapComponnant patches) and the discovery of unwanted behavior I decided to just directly patch NeedsTracker to search for Zeta pawns and remove their needs


►Orb gets the same treatment with it's need remover + label hediff. Additionally I removed it's other hediffs/givers and converted the hediffComps to thingComps which I placed directly on the race, which is a *much* better way of doing things. Orb now has 0 hediff givers, and zero hediffs.

While fixing a spawn error for Allowance Orbs i decided to just overhaul the whole thing:
►Orbs no long use HARs systems and have been moved to a simpler mechnoid blueprint taken from core.
►Orbs are not longer draftable, using a custom thinktree def and a specially created JobGiver_OrbWander will choose between wandering around you colony randomly and following your individual Zetas around to keep tabs on them.

►Had to make a new StockTrader for orbs since they're mechnoids now
►Had to remake the old stocktrader for regular Zeta since 1.5 introduced some issues with pawn relations and stock numbers.

►Moyo hair fixed to have it's color again

►Label hediff information has being moved to race descriptions since that hediff is now gone.

►Giant backstory moved from race description to the opening scenario popup

►Added a check on Effecter_Comp that'll despawn the effect is the parent is destroyed. No more lingering Orb effecters.

►[StaticConstructorOnStartup] added to Command_TechAbility

►Organization of all my C#, looks very pretty now

Update: 4 May, 2024 @ 9:19am

Anomaly (I got gifted this almost 2 weeks ago but I spent *alot* of time trying to figure out the other aspects of this update, so only the one thought swap atm)
►Gray pall thought replaced with a custom Zeta thought. Sadly Gray Pall only checks for roofed areas, not indoors, Which is immersion busting. (Mentioned it in Ludeons discord.)

Non-DLC
►New thought line up added for completing research, mood bonus increases based on the tech level of the research completed
►New coded energy cone attack ability for interrupters with an extravagant visual effect and a scintillating sound suite. Enemy will also use this so watch out.
►Zeta NPC factions will now beam in for raids instead of using drop pods, this was something i've been trying to figure out for a while. I really want to limit raids to custom non-core types but there's some new 1.5 issue that is forcing me to include core raids now.

►Zeta NPCs will teleport slightly less in battle, so they're not forever stun locked. This was accomplished by creating a NPC cast method & counter for TechVerb_Teleporter's C#
►Zeta NPCs have a chance to drop allocation waffers
►Added a Harmony patch to ThoughtHandler's GetAllMoodThoughts so thoughts will show up on *zetas* even if they give zero mood. (I'm not sure why ludeon would put that cancel condition on thoughts to start with since there's utility in allowing flavorful 0 mood thoughts, maybe I'll figure out why & regret it later)
►Teleltric Coma, the surgery that you can use to paralyze and lower the food needs of pawns, gets a 2nd comp called "HediffToBrain_HediffComp" to stack nerve damage faster to the brain. Severity amount for each instance of nerve damage is raised from 1 to 2~4 for the generalized nerve damage comp and set to 1~3 for the brain only comp.
►Allocater pad no longer requires direct line of sight to beam things in, following the logic of teleportation
►Allocater pad PlaceMode changed from Direct to Near so you don't have to worry about items not spawning if the cell is occupied (I could have sworn items merged/shuffled properly in the past. Maybe Ludeon changed how the method worked, maybe i was always mistaken)

►Fixed errors related to Recipe_StaringMemory which popped up if you did the recipe without having a research project started all ready. Also fixed errors related to doing it on factionless pawns and added methods to exact research points from them.
► Recipe_StaringMemory will randomly roll TechLevel for Factionless slave pawns and give you research points according to that (Rather then pulling from a Faction's tech level.)
►Fixed some misspelling/grammer errors in the bigger pieces of writing
► Add a bunch of backstory options (they will never be picked normally) that should silence most of the errors on world gen about not being able to find NPC backstories
►Removed researchPrerequisite for singularity bombs so they don't show up under Microelectronics in the research tab.
►RadiusDamager's If() checks now checks for Prop's (damagePlants, destroyFilth, etc) conditionals before checking the InBounds method. Will save calculations, thus reduce lag.
►3 New transport classes related to the beam raid created
►Updated TBeamUtility to be more in line with 1.5's droppod Utility
►ScenPart_TBeamArriveMethod's open delay increased slightly so pawns don't spawn before beam
►GDZR_BEAM_DropPodBeam duration increased by 20 ticks

Update: 15 Apr, 2024 @ 6:36am

All boring stuff:
►Added some necessary 1.5/Anomaly XML to the Race Defs
►Had to fiddle with a ton of body addon stuff that changed with HAR 1.5
►Pawn_Melee_Punch_HitBuilding not found yellow error resolved
►Removed MayRequire="Ludeon.RimWorld.Biotech" from Skin & haircolour <blackEndoCategories> which may have lead to pigmentless Zetas proir to 1.5 if you didn't have Biotech?
►Changed an yellow error related Zeta trader having Xenotech items locked using MayRequire= for the wrong DLC
►Changed Reloadable comps to ApparelReloadable comps
►Added a <graphicData> block to GDZR_BEAM_DropPodBeam
►ZR_BEAM_TRANSPORTSMALL_DEF changed to GDZR_BEAM_TransportBeamSmall
►Added a <graphicData> block to GDZR_BEAM_TransportBeamSmall
►Staring procedure: Memeographics is now properly blocked from repeated surgery. Im confused if this was an issue before 1.5; I had repeated application reported before but thought I traced it to an issue with Dub's mint menus and otherwise had it working. Maybe this was bad testing on my end or maybe the issue is just a 1.5 HediffDef C# update.
►LoadFolder.txt added and some file formating changes made
►Mod Icon Added

C# updates:
►TransportBeam_ThingClass "Draw" override becomes a "DrawAt" override
►Teleport_Projectile "Draw" override becomes a "DrawAt" override
►HediffComp_DeathSpawner's Notify_PawnDied becomes Notify_PawnDied(DamageInfo? dinfo, Hediff culprit = null)
►ThoughtWorker_Bright's GameGlow check becomes a GroundGlowAt check
►DamageWorker_AddGlobalEffecter's PlayWoundedVoiceSound modified to account for mutants
►Many instances of CompReloadable changed to CompApparelReloadable
►Core's ResearchManager currentProj field was set to private which required changes to Zeta's Recipe_StaringMemory
►Zetas.Dictionary's ZR_BEAM_TRANSPORTSMALL_DEF; updated to GDZR_BEAM_TransportBeamSmall
►Removed C# source from workshop version to slim down on the DL size

Update: 3 Aug, 2023 @ 11:25pm

►Neuropathy (The random chance hediff that applies occasionally) from Zeta eye attacks now applies to random bodyparts directly instead of whole body, has 1-100 stages instead of 1-50, and no longer cause pains. These changes make it much less punishing.

►Silenced some errors that popped up with you didn't have the DLC, took a while to see these. Very surprised no one complained. Just needed to add some may requires + remove a def i wasn't even using.
►Rebuilt my fleck emitter C# properties to use a float thus fixing some errors
►Silenced some sound missing warnings

Update: 23 Jul, 2023 @ 1:51am

Maybe i missed a few thing, idk wasn't updating the list as i went like i should have

►Combat Extended is now supported
►New smoll interrupter added
►This smoll interrupter is added to the starting scenario
► Implants now turn reticulan traders hostile when removed, which just means no more orbital traders

► Interrupter effecters improved a bit (the projectiles now pinwheel during travel)
► Very slight changes to the gun textures
►Administration implant is now slightly easier to remove (the math didn't add up like i thought it did, was nearly impossible to remove before even with 20 med skill)
►Implant now only has a 80% chance to kill you on a failed surgery instead of 100%
► Finished writing the description for the bio-tech warcrimes, mostly, sorta; some are kinda lazy.

►HediffGiver_Birthday switched over to a custom Zetas.Hediffs.HediffGiver_Refresh so zetas will get the requisite Hediffs direct out the tube
► Increased the range of Type INT-R48-01 to be 48 range like it was suppose to

Update: 1 Jul, 2023 @ 6:48pm

Bugs fixes, news thoughts and now all Zetas bought through the canteen ship will join as colonists instead of slaves

► Basic Forsaken child texture added (no tummy glow yet though)
► StockGenerator_Slaves switched to Zetas.StockGenerator_ReticulanResources so now canteen ships sell all Zetas as colonists as opposed to a 25/75 split of slaves/colonist
► Acquired ovum thought and icon added
► Implanted embryo thought and icon added
► Implanted IUD thought and icon added
► Terminate Pregnancy thought with filler text added (Will add fluff next update)
► Tubal Ligation thought with filler text added
► Vasectomy thought with filler text

► Hemogen harvested's icon changed to include a green + symbol
► Biomaterial extracted's icon changed to include a green + symbol
► Canteen ships will show up at a slightly higher ratio
► Fixed a bug related to Zeta's custom beam causing a big error when generating new world sites/new maps from traveling. Thanks to Erdoglock for reporting it in my HAR discord channel.
► Reconstruct will no long cause the FPS to drop (I left a birthday effecter attached to the verb, which was invisible when not used for a birthday and caused mad lag)
► Disabled fat/hulk as for forsaken default bodytypes (I always forget to revert at least one thing after testing it seems)
► Disabled fat/hulk as for Moyo default
► Fixed forsaken alternative eye hediffs, which i accidentally swapped out for basic zeta

Update: 10 Jun, 2023 @ 12:22pm

Main things are: New weapon and now children are a thing

► Added a longer range interrupter, same type of deal as the stubby one but the dynamo has less radius

► Increased for stubby interrupter's dynamo's shock radius a bit
► NPC will have a higher chance to spawn with interrupters
► Minimum generation age set from 22 to 0, was set to 22 because adult backstories are important but setting min gen to this causes an issue where babies age up directly into adults.

► Grey's addons set for all body types, children properly enabled
► Thrumikin addons set for all body types, children properly enabled
► Scalemen addons moved from headtypes to body and set for all body types, children properly enabled
► Human addons moved from headtypes to body and set for all body types, children
properly enabled
► Mantis addons moved from headtypes to body and set for all body types, children
properly enabled
► Moyo's Male body's texture path had an error that made the pawn appear invisible
► Moyo's addons moved from headtypes to body and set for all body types, children
properly enabled
► Forsaken's addons moved from headtypes to body and set for all body types, children
properly enabled (and i just realized i left fat/hulk bodies type enabled from testing, always something i forget to revert but remember here)

Update: 1 Jun, 2023 @ 6:59am

Mostly body addon fixes and janitor stuff.

I discovered 3 ~bugs HAR side as well, which were brought to the HAR admins attention and should be fixed soon:
1st: Addon hediff textures don't update if you destroy the root part (So if head go bye-bye the eyes will stay floating on the corpse) *unless* you save and reload.
2nd: If the root part (head) is destroyed the missing texture will appear on the corpse. This is an issue if you have a ~gouged out~ texture for a missing part instead of a completely hidden texture.
3rd: HAR no longer supports proper bionic part placement because Ludeon changed how their code worked. So for the time being bionic and archotech eyes will be slightly too low.

Now for the things:
► New colony optimism/hope thoughts get twice as many levels so they fall by 1 mood a day instead of 2
► Teleletric coma's random damage comp switched over to the random hediff comp that their eye attack has now.

► Attached a bunch of hair / antennas / facial glows to <bodyPart>Head so they'll disappear when the head is destroyed.
► Unique FleshDefs fixed to not duplicate hediff textures
► Unique Bodypart for Reticulan eyes consolidated from left/right into a single def
► Hybrids missing eye textures switched from hidden ~null~ textures to the same nasty looking empty sockets the base zeta had
► Any Reticulan BodyDefs that were using the base human eye now use the aforementioned Reticulan eye (*** This may cause minor cases of eye regeneration & loss of bionic eyes, shouldn't be anything to major though)
► Wrote a patch to add GDZR_BODYPART_ReticulanEye onto the Archotech and Bionic eyes recipe
► XML added and set with a MayRequire="Ogliss.Ykara.HarvestEverything" so you'll be able to access Reticulan eye stuff when using the mod "Harvest Everything!"
► Mantis eyes now take on the 2nd skin channel's colour when injured
► Removed the million duplicate textures and folders i had for eyes, i'm not sure what my reasoning was behind this.
► 1.3 moved to Github (You'd think a website for coders wouldn't have such a ♥♥♥♥ interface)