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I have not been able to get in contact with Mori to get the mod updated, and with the new content and update to 1.4 version, it would also make it easier to bugfix or correct issues with the new upload. The modID is slightly different, so you can safely have both, and switch over in your own time.
The new content is applied in 1.3 version as well, but do note that the old Revenant Talons will disappear as they have been reworked and changed defnames.
I hope you feel better soon!
I have been ill for majority of October, and whatever energy and less painful moments I can muster, I was busy updating EPOE-Forked.
Xeno-Types are genetically engineered men. Onis are their own, entirely separate species. I imagine that Oni GENES, like making YOU grow Oni Feathers could be a thing, but Onis aren't men and so can't be Xeno-Types.
I dont mind waiting, just wanted to say this, love this mod.
OP, you don't need to Nerf them; just set it so that they will be able to flee,and that will help a lot.
I'll admit that a full zerg of ancestral oni with their drugs, and never flee, to be quite problematic. Their unusual tankiness and sheer speed are definitely a horrible combination for balance, and I do have intentions to find some nerfs that will affect more on their raid generation so it is easier to handle.
'Please tell oni modder that he can find me in 'rimworld alien races' Discord server. (@Demi)
Have a nice day!'
Sorry for a significantly late reply, due to various life issues and having to temporarily withdraw from various activities including Rimworld.
I am aware there are things that may seem out of date, and the coding for the nudist wrap was a little brute force to do at the time when VAE - Accessories did not exist, so it was fully future proofed. I have now updated the GitHub repo for this mod, something I have long neglected, and should now correctly include the C# source. I had to dig around in my new hard drive because I rearranged a lot of files during that time as my old hard drive was failing and transferred what I can.
Is this the intended result? If not, perhaps only look for apparel on the torso and legs that share layers with the nudist wraps? Or allow apparel that is tagged as not being clothing for nudists? Thanks!
Side question: have you been able to update and share your GitHub repo for this mod? I've started getting into C# modding for RimWorld, and I might have some suggestions for performance improvements. Every bit helps when I'm using >700 mods... :-\
https://www.steamcommunity.com/sharedfiles/filedetails/?id=2783319902
Sorry for late reply. There is an existing option to toggle the drugs, to a nerfed version or simply becoming recreational drugs.
As for toggling Oni furniture and plants, I could go around making an option to soft disable them from being buildable or appearing, but any existing ones will remain, for flexibility whenever options are toggled.
iirc its Onipassiveset and onipassivenormal. the giversets need to be defined with in there own xml file. you should be able to find these for example purposes in your steamapps workshop folder rimworld #1632244750 the id for oni. And Good luck and well wishes for your moding goals
I'm currently using a wide array of modded alien races, such as Revia and Ratkin, and having some people with the "Xenophilia" ideology. This ideology grants the believers increased opinions of "aliens", as in, every race which is not them. But humans having this ideology don't seem to have increased opinions of Oni, and neither do they when it comes to perceiving humans.
Additionally, none of the alien races are able to spawn in the base scenarios, from what i've seen. But Oni do get mixed with regular humans all the time, despite having their own scenarios like every other race.
Can you, please, look into that? Is this an intended behaviour? If yes, i don't think it should be, honestly.
thank you!!
The new settings now include nerfing or removal of combat bonuses for Oni combat drugs, stop spawning new wild Mega Owls on the map, and the aforementioned option to disable active Revenant Talon factions from sending raids.
https://gist.github.com/HugsLibRecordKeeper/8249528ec89f78f0d188c05b3ff9859c
there have red errors about Blowgun and ThrowingClub.
It would appear the option to disable them on game creation is not available because I missed some tags, an oversight on my part so it would seem, for the 1.3 updates to factions and game creation changes.
Can address that easily, alongside the planned XML Extensions support menu settings to further customise certain aspects of the race mod. One such option is to disable raid generation of the Black Talons even if the faction exists.