RimWorld

RimWorld

[WH40K]Adetpus Xenobiologis: Tau, Kroot, Vespid
228 Comments
General Stukov 17 Jun @ 4:22pm 
will this mod make the update to 1.6? I'm kinda sad this hasn't been updated in a bit. Are there any plans in the works? Could we get an update? I know in some of your other mods you mentioned life is kinda taking over your time and I do respect that but you are literally the only game in town for the Tau in 40k (Really dont care about 20 different space marines that make the game easy mode, the Eldar and Tau have been my favorite cause they feel balanced enough with vanilla) If you need people to help test code, I'd be happy to volunteer for the job.
badmanners408 17 May @ 8:24pm 
Heyo! I just wanted to let you know, that even though it was working earlier, Tau and Kroot graphics started coming up as big Xs.

Any help would be appreciated!
Realm Imp 3 Apr @ 3:33am 
some of the armor looks detailed while the others looks bad
DomaLIama 8 Mar @ 10:05am 
I have the same issue as bdegenkolb4 with a Tau wearing 10 face masks
Blitz_The_Soldier 16 Dec, 2024 @ 10:07am 
Excuse me, do you plan to add a Battlesuit addon for some of the Mech/Exo-suit Mods?
Faith 9 Dec, 2024 @ 10:13am 
The Insectors mod has a really cool gene line management system, which would work perfectly with the Kroot. The shapers decide what "traits" to take forward and this system would allow you to do that, differently for each Kroot.
bdegenkolb4 9 Nov, 2024 @ 1:13am 
In my game i have been having an issue where the tau and kroot have been putting on every available gas mask (more than one on at a time) and causing massive lag when they have 20 or so on. the masks from adeptus mechanicus; armory.
Doggocide 8 Nov, 2024 @ 1:31pm 
Why is the tau empire locked at hostile? I understand that it might be placed with the understanding the player is imperium or some other faction normally opposed against them, but the Tau empire is diplomatic or neutral was it not? Does anyone atleast have an override mod/patch to make them neutral?
Rubus 12 Aug, 2024 @ 9:33am 
do kroots do the krooty thing
FreeTimeFiend 26 Jul, 2024 @ 1:32am 
any updates on the 1.5 update?
Ogliss  [author] 6 Jun, 2024 @ 10:20am 
i Think everythings working....mostly.....theres alot to test and only one of me haha, if your impatient and dont mind risking saves dying, i can push it to github- its PROBOBLY fine, but theres still some issues with the backstory assignment, eldar getting ethereal backstories, tau spawning with kroot, imperial, or dark eldar backstories, etc
FreeTimeFiend 6 Jun, 2024 @ 4:49am 
hows 1.5 update going?
Hobopew 21 May, 2024 @ 6:29am 
Keep up the good work,
Ogliss  [author] 10 May, 2024 @ 12:41pm 
1.5 will be ready when its ready, i havent started on the Tau yet, still working on xenobiologis
Колдун ♥♥♥♥♥♥! 10 May, 2024 @ 9:49am 
1.5, pls, and, why tau faction are enemies from start?
Blath 19 Apr, 2024 @ 10:22pm 
1.5 update plz
SolomonFair 3 Feb, 2024 @ 1:49pm 
I got a problem with my vestid's body, they're getting a human body instead of a vespid one. I don't really know which mod could do that since I removed every body mod I had
kamiowo 2 Feb, 2024 @ 2:28pm 
nim ko'nai? (bassicly a tau ration)
Milano 29 Sep, 2023 @ 11:14am 
I can't find Tau Burst Canon, Ion Rifle and Rail Rifle in the Tau research, not sure if I miss some research,since I research everything. I have to used the Character Editor to able to get the weapon because I can't find any in the Tau crafting supply
Ogliss  [author] 17 Sep, 2023 @ 1:14am 
@Tomoyboy
"come out weird"? some more information is required before i can make any suggestions, what exactly do you mean?

@Ravioli
i Think thats to do with their available meditation types, hopefully ive fixed it for the next release

@NJ-37_
do you still have a Tau in your colony? sounds like Humanoid Alien Races racial restriction system kicking in

@Modus Mortem
a hugslib log Might shed some light on the situation, odd its only them
Modus Mortem 16 Sep, 2023 @ 10:33pm 
I'm having an odd issue with both the Tau and Kroot where neither can be drafted. Most of the time it isn't an issue but when I get attacked it becomes a real hassle. Any ideas on how to fix that?

I tried uninstalling and reinstalling the mod, my entire mod library, and Rimworld proper but nothing fixed it. It doesn't happen with the guard regiments, death corps, adeptus sororitas, the orks, or any of the vanilla factions; only with the Tau and Kroot.
NJ-37_ 16 Sep, 2023 @ 9:39am 
Tau building aren't showing up in the tab anymore. I managed to place one turret, and I have 2 people wearing tau gear and weapons, so i know i have the research done and the mod loaded.

Even after turning on god mode, reloading saves, fiddling with both dubs mint menus and tab sorter I cant find, place, or copy any tau turrets or the crafting spot. Even in god mode they don't show as something that can be placed.

Any help for a fix?
Ravioli 8 Sep, 2023 @ 7:00pm 
not sure if this is a bug but when i go to the info tab on kroot (the one that tells the move speed, race, diet for creatures) there's no text for anything??? and its showing the permits tab even though they dont have royal titles, it might be me not loading mods properly but i thought id bring it up
Tomoyboy 4 Sep, 2023 @ 10:28pm 
Hi, I am trying to play with xenotypes for my Tau and Kroot, is there a way for me to apply a xenotype to a "humantype"? Because the tau are working out fine, but the kroot come out weird. I don't have any modding experience so I thought I'd ask
Dabi 🤍 18 Aug, 2023 @ 8:51am 
thanks dude :)
Ogliss  [author] 18 Aug, 2023 @ 5:36am 
@Danny
They are pretty rare, couldnt really find much information about them to flesh them out further

@ssyn_69 & ASMR gaming & Hrukk
im afraid im unable to reproduce this issue locally with the information supplied, which suggests to me that its likely the result of a conflict with another mod

@agent89tuxedo
Eventually, gotta get around to doing the texture
Dabi 🤍 17 Aug, 2023 @ 8:40pm 
there a bug for the vespids? i cant find any
Hrukk 10 Aug, 2023 @ 3:13pm 
I have been getting the same issue with Tau pawns not having any heads. From the error logs, it seems for some reason the game is unable to locate and load up the pawn heads.
ASMR gaming 29 Jun, 2023 @ 7:46pm 
also getting the floating hats, and stats missing and it seems to be this mod causing it
ssyn_69 17 Jun, 2023 @ 3:22am 
I am getting no head just floating hats and the like. I have a ton of mods so I dont even know where to start to try to find the conflict. Is there something easy I may be not seeing?
Bad Driver 3 Jun, 2023 @ 1:39am 
Are fusion blaster's going to be added?
Furry Slurry 20 Apr, 2023 @ 5:26pm 
So whats updated?
Knight Night 4 Dec, 2022 @ 9:14pm 
I'm using dubs research menu. I haven't done the special weapons research yet I guess that's in the imperial tree I'll make that a priority research.
Ogliss  [author] 4 Dec, 2022 @ 12:49am 
@Knight Night
have you also researched the Sepcial Weapons technology?, are you using research pal/tree?
Knight Night 4 Dec, 2022 @ 12:39am 
I've done all the Tau research, but the rail and ion guns don't show up in the Tau crafting bench. Are they not craftable? I'm running into a lot of trouble against mechaniods and other high armour targets with just pulse weapons and was hoping for the extra punch of the Ion and Rail rifles to help with that.
Ogliss  [author] 24 Nov, 2022 @ 12:27am 
@Cubile Oddity
Should be fixed now that HAR allows gene restrictions :)
Cubile Oddity 23 Nov, 2022 @ 9:17am 
there is still some bug texture with the alien who have xenogerme or xenotype if possible remove the possiblity of the alien to have one could solve the problem

https://gist.github.com/abe5d6bf524ce9e14c229b26dbbc53ac
Ogliss  [author] 17 Nov, 2022 @ 12:58am 
the structures themselves dont actually DO much in gameplay terms, and actually control/affect very little
Ogliss  [author] 17 Nov, 2022 @ 12:57am 
@Gator Bodine
Haha, no worries, and my apologies im autstic and have a tendency to get hung up over specific meanings, you can include full static preset ideologies, so i wasnt sure if thats what you were refering to, id forgotten that it was a culture def and not a structurememe, ive added a structurememe for it now- based on the Ideological structure, since that makes the most sense for the Tau to me
Gator Bodine 16 Nov, 2022 @ 7:23pm 
@Ogliss

Ogre asked the question I was asking, but in better words :)
Ogliss  [author] 16 Nov, 2022 @ 5:29am 
@Ogre Beautiful
its currently a cultrue, rather than a structurememe
Ogre Beautiful 16 Nov, 2022 @ 1:08am 
I cant seem find the greater good structure meme when creating an ideology, not as a tau colony, nor any other type of colony.

I do have some of the vanilla expanded ideology mods, could that be it?
Ogliss  [author] 9 Nov, 2022 @ 8:13am 
@Gator Bodine
what exactly do you mean by preset? ive been implementing customised ideology generation for them, the structure meme 'The Greater Good" for example, rather than static presets
Gator Bodine 9 Nov, 2022 @ 7:25am 
Are there any plans to add preset ideologies for all the playable races?
Ogliss  [author] 9 Nov, 2022 @ 4:27am 
@Scout Gaming
Hah, fair point, was following a template and didnt even think about it
Scout Gaming 9 Nov, 2022 @ 4:00am 
Aren't Guevesa JUST humans? Why mention them as a separate race?
Other than that, this is EXACTLY what I've been looking for, especially with combat extended support. I am so glad I searched for it. You did an amazing work and I cannot wait for HAR to properly update to play with this.
Ogliss  [author] 4 Nov, 2022 @ 2:24am 
for anyone getting impatient, and wilingl to help test
https://github.com/Ogliss/AdMech-Xeno-AHR-Tau/tree/Dev-1.4
keep in mind you will want to use the Dev-1.4 branch of the armoury(and xenobiologis if you use it) aswell
hovershift 3 Oct, 2022 @ 7:14pm 
does the races works exactly like humans or they have different stats?
like the apinis, they have a bonus with planting and some others but are terrible with mining
Alamais(Evan) 12 Sep, 2022 @ 12:52am 
am i able to craft photon grenades
?
Ogliss  [author] 6 Sep, 2022 @ 11:08am 
@TTV_Skelaking_
changes CE makes to vanillas's mechanics, thats just one factor they use to determine accuracy- at least that would be my guess, im afraid im not a CE user so im not familair with its mechanics, i try to make sure it all Works with CE, but thats about it- those items havent actually been patched for CE as up until now thered been no reason to- do you know of any example items that increase pawn aiming accuracy in CE?