RimWorld

RimWorld

Equiums
496 Comments
hauvega  [author] 16 Sep, 2024 @ 8:01am 
Right now I am dealing with real life issues.
rekrap 13 Sep, 2024 @ 6:27am 
can we get an update for this?
Der kleine Timmy 22 Jul, 2023 @ 7:44am 
I like the Mr. Ed's Artwork, how can i get it?^^
Fella 17 May, 2023 @ 5:16pm 
You should rename Mr. Ed to Mr. Hands, at least on April fool's/
hauvega  [author] 17 May, 2023 @ 10:26am 
a stripped down version of Equiums II
[TRK] EL Comendante 27 Dec, 2022 @ 5:29am 
Во всем виноваты брони
2aminthepm 4 Dec, 2022 @ 7:59pm 
updated textures for 1.3 would make me very happy
hauvega  [author] 23 Oct, 2022 @ 11:44am 
Has bugs and unknown behaviors.
hauvega  [author] 23 Oct, 2022 @ 11:43am 
hauvega  [author] 23 Oct, 2022 @ 6:24am 
I still have to create stuff for the biotech dlc.
hauvega  [author] 23 Oct, 2022 @ 6:23am 
I created Equiums II because if I do a conversion to 1.4, the graphics break in earlier versions. I have to use a naming standard so mod can work properly.
Steel Prism 23 Oct, 2022 @ 3:45am 
Wish you luck with the updates looking forward to it.
hauvega  [author] 21 Oct, 2022 @ 4:33pm 
I have just started to convert to 1.4. In doing so some stuff is going to be removed. It will be a separate mod called Equiums II.
hauvega  [author] 16 Jul, 2022 @ 6:19am 
@SWzero Each custom pawn is race. To have custom graphics and parameters. Dealing with real life issues has been an issue for me. I am trying to get back to it, but it has been hard. I have several in my head that i want to create. I would use those who supply graphics like ref sheets, any backstories, or traits. Joining my discord helps with contact and information transfer.
SWzero 16 Jul, 2022 @ 2:50am 
How to create a custom pawn?
hauvega  [author] 9 Mar, 2022 @ 2:27pm 
@Phia Stones Try this now. I had to remove an age stage.
hauvega  [author] 29 Jan, 2022 @ 7:28am 
The major problem is that there is no uniformity in the mod community. Too many different methods instead of one usable method that handles a certain situation. Base game changes with each version is another disaster.
hauvega  [author] 29 Jan, 2022 @ 4:51am 
Those mods use the age curve to do the scaling. 1.3 rendering changes really messed things up.
MarpatNinja 28 Jan, 2022 @ 7:08pm 
I do use Children, School and Learning combined with Babies and Children. I enabled some of the scaling options in those mods and in fixed the equiums. Its just strange that they were only race drawn too large. I spawned in several of other races and even forced babies to make sure they were scaling correctly. Equium "babies" were scaling to the size of normal pawns before I messed with the scaling.
hauvega  [author] 27 Jan, 2022 @ 8:56am 
I got several things to look at. I will look into it.
lochmere 27 Jan, 2022 @ 7:37am 
Hey, great mod, just had a question. It seems like I get more horse trade ships than any other kind and I was wondering if there was any way for me to adjust this. I do use a mod to increase trade ship frequency, so I get about one a day, but I always get horse trade ships far far more than any other, like its somehow weighted differently. Could be a weird mod conflict, and I do get other types, but its like a 3 to 1 ratio. Any thoughts?
hauvega  [author] 27 Jan, 2022 @ 3:57am 
A simple method is to look at the age of the large ones. Anything below 18 or 16 means children school and learning is being used. It scales pawns wrong.
MarpatNinja 26 Jan, 2022 @ 8:15pm 
For some reason, my Equiums are huge. The standard rimworld bed is shorter than they are and they tower over all my other pawn races. This never used to be the case.

Im not even sure where to begin looking for the problem. Any idea about what could be going wrong?
Luxordz 26 Jan, 2022 @ 11:24am 
Oh, suppose I should say I can confirm whatever you did fixed it, thanks kindly.
Phia Stones 25 Jan, 2022 @ 1:12pm 
Thank you! :Ohdeer::8bitheart:
hauvega  [author] 24 Jan, 2022 @ 7:05pm 
i will look into it
Phia Stones 24 Jan, 2022 @ 4:08pm 
Hello! I've been doing a play through with this mod, all my colonists are transhumanist equiums, they need to de-age once per year starting at age 25 or they get mood debuffs. The issue is the bio-sculpter appears to only let equiums begin de-aging at age 65. Any way I can fix this? Thanks.
hauvega  [author] 20 Jan, 2022 @ 9:45am 
Finally got the ce issue fixed
@Luxordz
hauvega  [author] 14 Jan, 2022 @ 2:22pm 
Ask tynan why he limited the number of factions and remove the starting goodwill chance. I have to choose between neutral, natural enemy, or permanent enemy. To implement each goodwill state means a new faction for each one. Thus more factions and the unknowns of how the faction control system works. I did update to allow the faction control part.
ritkinz 14 Jan, 2022 @ 9:40am 
why is it every time i try to start a new colony with no factions their is always the hostile equium empire faction? it doesn't even let me remove them from being a faction in my world, if this was implemented on purpose then why? i just want to start a world with no factions but I can't because of the hostile equium empire that I can't remove from being in my world.
hauvega  [author] 7 Jan, 2022 @ 6:05am 
just ce being ce. weird behaviors at times
Luxordz 7 Jan, 2022 @ 1:29am 
well, ya tried, left a patch request on CE and hopefully someone can fix it.
hauvega  [author] 5 Jan, 2022 @ 9:52am 
check for any patch related errors
hauvega  [author] 5 Jan, 2022 @ 9:40am 
any screenshots will be helpful. ui generated by ce. so what nia changed to cause this who knows.
Luxordz 5 Jan, 2022 @ 9:09am 
indeed, the gun packs shouldnt add anything in that regard, should be totally contained within CE and this.
hauvega  [author] 5 Jan, 2022 @ 8:46am 
ammo system ui is created with ce correct?
Luxordz 5 Jan, 2022 @ 8:25am 
all of the mods that I could see being related to the issue are: Combat extended, vanilla weapons expanded, combat extended guns, TMC weapons pack, Gun nut core-chapter 1-chapter 2-community pack and perhaps simple sidearms but the issue should be present purely between combat extended and this.
hauvega  [author] 5 Jan, 2022 @ 6:49am 
list the questionable mods so i can look at them
Luxordz 5 Jan, 2022 @ 6:29am 
I know several people also disagree with how CE handles things and I have no grounds to weigh in on anything development wise, if you want the specifics several weapons I've tried from different CE related mods (ump45, mg3, mp443, p90sd, etc.) all don't have ammo system ui readouts when used with the equium's, it still functions in the background and nothing seems to be truly broken, just half-so, it's 100% your decision on what you wish to do, fairly sure CE broke it somewhere along the line so it's no fault of yours, this definitely wasn't an issue back in 1.1 which was my last full playthrough.
Also, the jank workaround I've found is to have them drop the weapon after every engage and manually reload which still takes ammo from their inventory if anyone else has this issue.
hauvega  [author] 5 Jan, 2022 @ 6:17am 
the only issue with other mods is actually using them, 'which i really do not focus on'. if users let me know about what incompatibilities exist then i will look at them. a big issue are mods that change and are time consuming to keep up on. changes in the race framework with new features i have to look at and see if it will improve the mod itself. I am currently dealing with real life issues and getting more practice in 3d and some regular graphic work.
Luxordz 5 Jan, 2022 @ 1:51am 
just wanted to note here this is somewhat incompatible with CE, ammo ui elements (and possibly other stuff under the hood) do not work on them I'm not going to demand compatibility or a patch but I would suggest putting a warning in the description or if it's an easy fix to fix it, thank you for your time and effort regardless.
hauvega  [author] 18 Dec, 2021 @ 6:08am 
Sorry have not been receiving notifications from here. I do not know how I got unsubscribed to this thread. Real life issues are causing me to slow down on the project. Also other methods to improve the product.
blazikem🐓 3 Dec, 2021 @ 7:55am 
The recent update seems to have broken installing Equium prosthetics?
Brilliant mod btw melee jogger Equium's are scary af
hauvega  [author] 7 Nov, 2021 @ 4:43am 
Also why am I not getting notifications?
hauvega  [author] 6 Nov, 2021 @ 11:12am 
Removing any race mod will cause issues.
hauvega  [author] 6 Nov, 2021 @ 11:11am 
what is the problem with it?
Nurse GreenKnight 4 Nov, 2021 @ 6:21pm 
can this safely be removed from a game thats ongoing?
hauvega  [author] 8 Oct, 2021 @ 7:12am 
I took care of the simple meal issue in the everything patch. Black listed foods ignore the food restriction toggle.
Nef 6 Sep, 2021 @ 2:40am 
I'm not sure if the eat everything patch is screwing with my gam as they can eat meat but not simple meals (but simple bakes from VCE are OK)

Is there a list of that they can actually eat without that patch? Might be simpler just to disable it.
Emperor Status 27 Aug, 2021 @ 9:10am 
can they ride on horses? even better can a horse man ride a horse man?