RimWorld

RimWorld

Zeta Reticulans [Player/Hostile Factions]
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Update: 13 Nov, 2020 @ 1:13pm

Had to fix a bug! mislabeled a def

Bug fixes/Technical:
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Also made it so you can buy the dang mantis hybrid from the dang cateen saucers (There's a lot of things i have to remember to do everytime i add a hybrid

Update: 13 Nov, 2020 @ 11:09am

New / Flavour:
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New mantis hybrids based on the faster then light race mods by gouda quiche (This turned out to be mind numbing, mostly i think because i got distracted by another idea half way through I REALLY wanted to work on instead and made it hard to force this one out + I did some stuff with masks that wasn't in the OG alienrace and that turned out to look nice but take a lot of time to fine tune. I left a hairstyle that was 70% done out because after 16 hours of fine tuning masks and addons i'm sick of it. I'm sure it'll make it in later as I do quality passes)

Balance + Tweaks:
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Bug fixes/Technical:
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Added a chance for hybrid wanderers to show up while playing zetas. Only player colony starts had hybrid wanser chances before, Zeta colonies would only get plain zetas
Added chance for hybrids to spawn as wanderers in Tribal play through

Update: 6 Nov, 2020 @ 7:56am

Just some thrumbo updates

New / Flavour:
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HD thumkin skins/ears/hair added
Can now harvest their horn (Harvest mind you, not replace once harvested. Pretty much a free thrumbo horn really.)

Balance + Tweaks:
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Thrumbo stats moved around to standardize them a bit better to half way between zeta and the Thrumbo race. Mostly buffs across the board but the temp change might be a bother for you.


Bug fixes/Technical:
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Update: 2 Nov, 2020 @ 11:09pm

Moyo hybrids are in. Deep sea slugs, watch them glow, watch 'em slug!

New / Flavour:
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New Moyo Hybrid, put lots of effort into this one to make it look non-crap. Moyo drug/blood stuff needs the original Moyo mod.

Hybrids now have a small chance to spawn at the start of playercolony scenarios (not tribal) and to show up as wanderers (If i put them in has refugees or slaves as well zetas would show up alllll the time)

Balance + Tweaks:
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Some stat adjustments to hybrids to standize zeta:orginal ratios to 50/50, in most cases, resaerch and learning speed are more like 1/5 and 1/3 for example (I missed some but i want to push the update, i'll get the rest this week)

Bug fixes/Technical:
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Human hediff now has a proper describtion
Small format/spelling changes

Update: 28 Oct, 2020 @ 7:40pm

Small ironing update while i continue to die.

New / Flavour:
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Patched for Expanded Materials - Metals so you'll now start with 450 steel (down from 1000) + 450 concrete mix + 75 copper & iron and the techs of concrete making and smithing.

Altered Carbon traits "Sleever" and "Antisack" disallowed for zetas which means "free mind" will roll more. (I'll be looking into this mod and adding some more support)

Hospital Patient thoughts finally alienized.

Sick alienized and slightly more punishing

soaking wet moodlet alienized and slightly more punishing



Balance + Tweaks:
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Pawn Morpher Mutation Affinity trait custom moodlet descriptions expanded on and positive moodlets nerfed to + 1 mood the 1st four levels +2 on 5 & 6. That's 8+ overall mood which is a lot for zetas. (There's a lot of thoughts related to pawnmorpher and so i need time to explore them)

Some description rewordings, additions, spell checks

Bug fixes/Technical:
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Added "Melee dodge sounds" which i guess was a thing added to human pawns at some piont since i 1st made Zetas
CE anodyne bolt AP givin it's proper description
Fixed morph Frustrated applying twice to zetas and other aliens with the related trait, I'll scrapegoat it on being sick last week while working on pawnmorpher for the 1st time.
touched up scaleman skins a bit

Update: 23 Oct, 2020 @ 10:16pm

Still not feeling good, i'm releasing the two hybrids a little before i otherwise would ~quality wise~ but there's some things i want to push and new hybrids were already in. Art/stuff will get a pass over this next week as i do some quality control/do less things.

New / Flavour:
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Added Scalemen and Cactoid Hybrids

Patched mod "Seek and destroy" so they'll now seek + destroy

Added 1 whole custom alien trait replacment for pawnmorpher, On basic Zeta "Morph frustrated" goes from -4 > -2 and has the word "Human" replaced, wow


Balance + Tweaks:
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Gerzee Hybrid Age Expectancy lower 120 > 70

Lowered the chances of Scalene causing heart attack at the initial-moderate stages, just a bit.

Removed a newer addition where Zetas and hybrids gave a "pawn beauty" negative since it made getting "Clean" rooms too hard and can mess up mood balance to easily

Sleep Distrubed goes -4moodx5 stack to -3moodx5 stack, 20 > 15

Human hybrid comfy temps changed to 0 - 15c up from -5-10

Human Hybrid Mass upped from 45 > 55

Human Hybrid Speed Upped from 4 > 4.2

Altered the eye slash damage look a little


Bug fixes/Technical:
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Some childhood backstories had properties i only meant for a specific race
Human Hybrids now have the proper Whole body hediff telling you the hybrid type.
Couple of Hybrids labels changed from "Zeta Reticulan" to "____ Hybrid"
Added human hybrids to the sales ship
Fixed nudest moodlets applying x2, hell maybe it even applied to base humans i didn't test if it did before i fixed the possibility.
Fixed ate kibble moodlet not showing up.
Maybe some other small changes i lost track of, im still pretty unwell, worse even.

Update: 20 Oct, 2020 @ 10:24am

Alienframework changed, had to fix errors related to that

Balance + Tweaks:
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Human hybrids now bleed and wound more human colours, forgot to do this last time.


Bug fixes/Technical:
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Alienframe work change some code stuff which i had to adjust for

The alien change also highlighted that i didn't even have a custom thought for ate kibble written! So now there is one.

Update: 19 Oct, 2020 @ 5:05pm

I've been taken by unwellness, wellness i feel not~ thusly works been slowed, alas! Mainly pushing this because i discovered CE bugs, you'll have to restart to get the fixes (or at least the pawn will have to be newly spawned) but that shouldn't be an issue as CE would have been next to unplayable before anyhow.

New / Flavor:
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[-]Added Anodyne injector to the starting scenario and to canteen saucer, some of you will be familiar with this gun already. I wasn't going to put weapons in this mod but since i added zeta only orbital traders i can add guns without the need for tech, crafting tables or UI clutter. Weapon is fully supported with CE (CE is a chore and-a-half, at least i stumbled on the learning curve a bit.)

Ammo assets are currently a little rough and will be revisited once im not sick + i cut one weapon from this update b/c again, sick.)

[-]Added human hybrids


Balance + Tweaks:
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[-]Base zeta pawn beauty decreased from -0.1 > -0.2
[-]Thrumkin hybrid beauty lowered +0.25 > +0.2
[-]Gerzee hybrid bite power raised 1>7
[-]Adjusted hybrids age curves


Bug fixes/Technical:
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[-]Added thinktree patchs for CE. Not many races mess with think trees like this one does so i missed this being a thing. (I mostly mod and don't get to playtest much so bug reports help a lot since i can miss things like this, my dudes)

[-]Lowered base zeta mining speed back down to 0.6, confused it with the gerzee hybrid's .xml while working with multitabs

[-]Adjusted some bodypart positions

[-]Gerzee hybrids eye stalks now hide under head apparel that covers fullhead and upperhead
[-]Organized some xml stuff

[-]"Reticluan Allowance Drone" properly relabeled Canteen Saucer

[-]Spelling fixes

Update: 15 Oct, 2020 @ 12:04am

(!! if you're here b/c hediff red text no worries, just wait until the zetas next birth days and the UI bars will hide again)

New / Flavour:
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[-]A new set Zeta Reticulan only orbital traders

They only visit your colony if you started the game as a Research co-op and are % weighted so they mostly replace the default random traders (not fully replace but non-zeta traders will become a special treat). They're balanced to make things harder and more flavorful:

Canteen Saucer- These light saucers plot along locked flight plans offering supply redemption's and replacement staff, which co-ops can leasehold from the labor directorate. All asset transfer is adjudicated by a lone distribution clerk, who travels inside the automated craft as living ledger.

Rebate Drones- Vast fleets of spherical cargo pods, measuring only 4 meters width, and fully automated. These ships collect processed bio-assets, tech, valuable minerals and goods from the Zetan Assembly's labor forces to return back to central tributaries. All asset transfer is adjudicated by a lone distribution clerk, who rides inside the sphere as a living ledger.

Vivarium Saucer- Void mobile bio laboratories and breederies. Co-ops nearing captivity and outposts specializing in capture without much in the way of on site processing will off load their stock onto these ships.

*Those ship description only exist here, not in game.

[-] I added hybrid aliens. To start with i chose three rimworld unique races rather then something like kobolds/goblins or races from other games like Zoltan or Tau.

At the moment the only way to get the Hybrids is from Canteen Saucers + a small chance to roll at the start of the game section.

[-] Eyes will show damage/loss withvanilla hediffs, e.i stab, gunshot, missing, drunk, high (Eyes are a big part of Zetas play and pawn model so this seems important to help keep track of things)

[-] Found a way hide UI hediffs through non-backstories related means, you're free to pick whatever now. These ARE hediffs though, they shouldn't be curable through items but glitchs that reset hediff will cause the UI to show up until the Zeta has it's next birthday. Also this change might cause an error that'll knock out the old he-diffs but you should be able to ignore. Any newly visible bars should disappear next birth your zeta has.

[-] Wrote some OC canon for the race's tool tip, hopefully you like that sorta thing because this took forever to think of and will also take you a long time to read.

[-]Free'd from slavery thought re-enabled and alienized (Replacement zeta from orbitals are technically slaves


[-]Can now be nudist but get a aliened up version of the thought thats been mood scaled for balance


Balance + Tweaks:
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[-]Zeta will now wait until their hunger bar is only 23% full instead of 29~% full before seeking meals out.

[-]Zeta can now roll "Industrious" + "Hard Worker" traits

[-]Can now roll "Iron-Willed" + "Steadfast"

[-]Scalene'd cells label changed to "Scalene"


Bug fixes:
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[-]"MeleeArmorPenetration" added to the combat extend stats which i only found out was an issue after an error was thrown trying to check a pawns stat menu rather then on game boot. Used a bad example to base my CE patch on.

[-]Smaller spell fixes

Update: 8 Oct, 2020 @ 5:41pm

(!!! I renamed some damage and hediff defs here, I think it'll only cause some red text that can be pushed past and ignored without breaking anything besides erasing existing eye caused damage on pawns. I'm sorry my dudes!!! I think that'll be the extent of it but hopefully you'll find it's worth it)

New / Flavour:
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[-]Combat Extended patch (You filthy animals; In honesty this made me check-out CE for the 1st time, briefly, and it seems very cool. I didn't even know it had reskins for the weapons but they look great)

[-]Managed to hide the freaking outdoors and comfort bars off the UI!.. if you make sure they roll "bio-printed" as a backstory. Only newly spawned zeta will have those two bars hidden. Unfortunately I found a code ~bug/oversight~ in regards to disabling Joy but i've reported it and a dev acknowledged me directly.. listen it's still a great leap forward and no one even had to starve to death. (although there was no promise of changing the code there's at least a hope now)

[-]Added an artisanal visual effect for staring attack hit. (This seriously took me ages to get juust right)

[-]More flavourful, more descriptive info panels for Zeta's eye damages. (Going to really start fleshing out some of my writing and really give people something to world build with)


Balance + Tweaks:
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[-]Lowered base body size (mostly a buff) from 0.8 > 0.76 and base health (bad, duh) from 0.8 > 0.76

[-]Psychic sensitivity boosted 20% from default 1 > 1.2 (i don't have royalty so this ain't balance tested):

[-]Stare attack damage is all sorts of changed, as i've learned a thing or two about hediff since my last pass, way to much to list them all one by one, new attacks should result in far more downing/much less death for organics but heals very slowly and causes extreme rates of infection meaning you should quickly amputate or otherwise use your best healthcare to save the pawn. New eye attack is balanced for high pain and low damage and to lower stats that most mechanicals don't have which means zeta's are at a combat disadvantage (This is to really hit home that mechs do not in fact have organs and thus are to be despised on the whole)

The only way to slow heal without slowing ALL healing, that i found, can lead to limbs reaching 0 without being destroyed (no errors and it'll heal back to full if you stabillize)- the attacks balanced as such that you're likely to never notice this in normal game play though.

[-]"Staring procedure" and "Sub-atomic warping" label and noun changed to "telekinetic radiation"

[-]"Sub-atomic breakdown" name changed to "scalene" (Think sickled cells)

[-]Reticulans now have a strong racial resistance to "scalene", which blunts the worst of the beserk mental break (along with the other tweaks)
+
[-]"scalene" now heals!! Over the course of months-years! Eat shit playerbase!! (to be real this is night and day more forgiving)

[-]Changed head positions to make them less longboi

[-]Zeta pawns should no longer spawn with any humans backstories other than their alien ones when rolling them in non-zeta scenario starts

[-] non-zetas spawned into zeta faction through the dev bar should now have normal human bios

[-]Age generation curve lowered a bit

[-] Replaced simple plasteel helmet with a second advanced plasteel helmet (These are not plasteel if using combat extended)

[-] Lowered fist and teeth attack speed by 0.4 down to 2.4 and eyes from 2 > 2.2

Bug fixes:
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added soundMeleeMiss to eye attack, everything was already set up and ready to go but I forgot to link it to the tool after i linked the hit sound. If using combat expanded -due to how it pulls sound- you still only get the custom hit sound and it's layered onto a blunt sound, the miss sound is just a default blunt sound vOv