RimWorld

RimWorld

Aspero Race
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Update: 28 Jun @ 11:13am

Uh... woops?

Meatdrakes needed an unfertilised egg def now even though they can't lay unfirtilised eggs. Fixed that.

Scenario now inherits from the new base scenario so it should work again.

I don't know why these errors didn't show up until after I uploaded.

Update: 28 Jun @ 10:38am

Preliminary update to version 1.6.
*WARNING* The preliminary version requires the indev version of humanoid alien races. Use the github version or the workshop dev version until Humanoid Alien Races is properly updated!

Other changes
Reduced file size by removing duplicate textures from the version folders.
Meatdrake wildness tag modified to comply with new 1.6 syntax.

Update: 29 Sep, 2024 @ 1:04pm

Improvements to Aspero starting colonists. Should not spawn with weapons or armor as often.

Update: 11 Apr, 2024 @ 6:32pm

***Update for compatibility to 1.5***

* Tweaks to young Aspero so that they should hopefully be better able to fill their learning bars before hitting their quicker life stages.
* Aspero xenotype is gone (in 1.5 versions) instead replaced by a better HAR system that just forces genes on to a pawn of a specific race. This should allow Aspero to have different xenotypes while (mostly) maintaining their racial traits and genes.
* Duplicated human anomaly traits to Aspero to hopefully allow Aspero to function the same as humans when it comes to Anomaly content. The DLC has only been out for a few hours though and as much is still unknown, so some assumptions were made.

Update: 17 Jun, 2023 @ 4:23am

Fix the scenario throwing errors if biotech isn't owned.
Basically rewrote the entire player faction and player pawnkindDef

Update: 16 Jun, 2023 @ 4:37am

Should fix the Aspero losing their custom coloration. Seems to be save compatible but I haven't tested super thoroughly.

Update: 18 Nov, 2022 @ 3:08am

Biotech Patch!

This patch should provide proper biotech support as well as a few mechanical changes.

  • All vanilla bodytypes should now be supported. Custom sprites for fat, and thin added, it was easier to make sprites for them than wait for bodytype blacklisting being ignored by biotech to be figured out. Thin bodytype is using the male tail, Fat bodytype is using a modified hulk tail to fit the body curve better.
  • Under the hood, due to Migrating over to the gene system for the main mod many of the aspero StatBases have been removed from the main race file. They are now moved into a patch operation that reactivates them only if biotech is NOT detected. Should be no functional difference from a gameplay perspective, but if someone is looking at their stat bases they are now found under Patches>Biotech instead.
  • 1.4 seems to have changed how bionic eyes are drawn, the custom sprite is disabled temporarily until I can get it to replace the vanilla bionic eye sprite properly again.

    V---Biotech Changes---V
  • Many of the Aspero stats have been migrated to use the gene system, things like movespeed, toxin and heat resistance and such are now using genes. Aspero now use a custom Aspero Xenotype, that (should) appear on all normally spawned Aspero. Exceptions being those randomly generated in the vanilla scenarios, because I don't want to mess with people's ability to make their own xenotypes.
  • Aspero have a blacklist on what genes they can accept. It's mostly just the ones that modify their appearance in some way. If you try to apply a gene to an Aspero and it does not work, it's probably on the blacklist. Most other genes should work fine though.
  • I did not wish to create new genes, so Aspero stats are now using the unmodded Biotech values. I may make some custom genes in the future, but feel the game already has more gene mods than it needs, and I don't want to add to the bloat of the genetic screen, to match the old stats perfectly.

Update: 8 Nov, 2022 @ 8:37am

First Part of Biotech patching, adds texture for child (and baby because they are the same). Female texture unlocked which should fix the majority of the missing textures for adults.

Removed redundant entries for medical operations after being advised by the HAR discord they are unnecessary.

Be aware that Biotech still has issues, Mostly just graphics related with cosmetic genes not fitting the head properly. This is just fixing some graphical issues that cropped up that does not need the HAR dev version to fix.

Update: 21 Oct, 2022 @ 9:18pm

* Added 1.4 support.
Note that as of this writing (Oct 22nd 2022) alienraces in general have bizarre behavior when using biotech features. It is reccomended to not use this mod with biotech, or expect game breaking issues. For the time being if you wish to still use this mod with biotech I reccomend creating all Aspero pawns as the "Baseliner" genotype and to avoid children like the plague spreading petri dishes they are :)

* added small chance of Aspero as starting colonists.
* Added Korean translation by Seanggag. (Hopefully. I am a foolish American and don't know enough Korean to make sure it is working right.)

Update: 23 Nov, 2021 @ 1:16am

Just fixed a missing space in the Overseer title.