Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If anyone wants to create textures for them I could incorporate them though.
I'm also open to adding additional authors if you want to integrate your work with my mod.
Bloodtype is a new attribute in the racedefs that was added in 1.5 (probably due to anomaly). If you didn't define one Rimworld doesn't know how to bleed so the pawns just didn't :-D
As a sideeffect they also couldn't be tended too.
I could also make a version that is just this mod, only biotech, if you'd prefer (issue there is less genes, with the other I can add just a few basis components)
Just wondering, thanks!
And, what do you mean "bloodtype"? that a feature of HAR? might need to look into it...
Since I don't own the biotech DLC it's hard to integrate the mod better with that DLC. However I'm always accepting gifts ;)
Anyway... I fixed it and uploaded a new version. Enjoy.
Keep up the good work <3
As I said, its pretty much what happened with @Ollie-Raven
Failed to find any textures at Scalemen/ while constructing Multi(initPath=Scalemen/, color=RGBA(0.894, 0.620, 0.353, 1.000), colorTwo=RGBA(0.000, 0.000, 0.000, 0.000))
Thank you and no problem. I love to see many people enjoying the mod.
Failed to find any textures at Wolfmen/ while constructing Multi(initPath=Wolfmen/, color=RGBA(0.831, 0.749, 0.439, 1.000), colorTwo=RGBA(0.831, 0.749, 0.439, 1.000))
Just wondering!
I would recommend to randomize until you get a soldiermorph/designermate and then start editing.
For some reason I'm still getting some error on startup and can't seem to get rid of it but the mod and it's content work fine and as intended.
"After many gorilla groups and rogue states started purchasing Xeno Human Technology from the Mysterious Dr.Albion The Rim began to answer with Xenotypes of their own, copying much of his work and isolating it in independent Genes. Since then the Doctor further refined his creations and made the new types, each boasting significant advantages over these so called "Genes" He equipped them each with a special antigen, a microscopic agent he developed as a Xeno Killer. That exploits and activates genetic information originally thought to be redundant but were required to still be included in the whole to make things "Just work" Originally developed to be a fail safe used in weapons if anyone were to attempt to use his creations against him or copy his research."
Y'know, Sumthin like that.
Even if this mod isn't updated, it should be remembered as a great mod and a taste of the future to come, great thanks to Albion !
However I have to admit that I will not put any additional work into the mod to adjust it to the new DLC. I simply don't have enough free time right now to sink it into unpaid work.