RimWorld

RimWorld

Zoltan race
77 Comments
ozfresh 26 Apr @ 9:49pm 
Update PLEASE!
Syilumi lunari 13 Jan @ 9:05am 
ough that was a long two years
Syilumi lunari 13 Jan @ 9:04am 
i still hope ae
Witch ~ 15 Nov, 2024 @ 3:29am 
No
Bread 15 Nov, 2024 @ 2:57am 
Or maybe a xenotype for biotech
Bread 10 Jun, 2024 @ 12:12am 
Is there any chance this mod will be "updated" well at least only abilities for Vanilla Psycasts Expanded ?
Mr_Awesome88 24 Mar, 2024 @ 5:57pm 
Update?
Syilumi lunari 2 Oct, 2023 @ 11:45am 
<~>;;
1.4?!?!?!?!? uwAAHHH!! >~<;;;
Angrysquirrel 21 Jan, 2023 @ 3:45pm 
1.4 on the horizon? I like the Zoltans, They are peaceful but can blast people.
Balthazad 16 Jan, 2023 @ 3:27am 
how long can it take to update some races to 1.4? :(
*sad alien noises*
Mr_Awesome88 17 Dec, 2022 @ 10:53am 
1.4?
SirDistic 13 Jul, 2022 @ 3:59pm 
@Kihtan Yes I play it on 1.3 and it works fine. Even with Ideology. I can't speak on Royalty. But I'm sure it should be fine too.
Gouda quiche  [author] 15 Apr, 2022 @ 8:09am 
@Brewmaster it's impossible now because it's chosen depending on the pawn (number id % 3). I am glad you like it.
Brewmaster 15 Apr, 2022 @ 5:32am 
Hi there, I was trying to change the configs so that my Zoltan would start with all abilities, but I am guessing this is controlled by your code? I have tried to tweak the ZoltanHediffGiverSet, and even add/remove custom hediffs, but something is replacing these hediffs. Is there a way I can choose the ability my Zoltan will start with, or start with all? Awesome mod by the way. Thanks!
tankuwell 18 Sep, 2021 @ 11:18am 
Zoltan!
Kihtan 27 Jul, 2021 @ 6:33am 
Hi, anybody still playing this mod? Does it work on 1.3?
VALT13L 3 Mar, 2021 @ 6:01am 
Resolved, working fine now :) you were right, it was indeed RimThreaded that was causing crashes. Thx for mod :)
VALT13L 2 Mar, 2021 @ 11:02pm 
Fair Point.
Gouda quiche  [author] 2 Mar, 2021 @ 2:39pm 
Maybe you could wonder why Rimthreaded requires a ton of work from their creators. They basicly have to patch for every class in the game. It is known to not work with anything until there is patch for it. I read that rocketman mod is more compatible with everything. On paper threads look like a good idea. It's not when there is a legacy and a living community. Threads are good when implemented from the start, not when you have to patch every single existing class made by Ludeon or any other modder..
VALT13L 2 Mar, 2021 @ 4:38am 
Nope. Only thing in my modlist i can really think of that does that is Rimthreaded (maybe, i dont know) and Haul To Stack, maybe a few other QoL mods. Not very many AI mods like that i mostly focus on additions and upgrade mods.
Gouda quiche  [author] 2 Mar, 2021 @ 4:29am 
You must have a mod that does something to the AI. Crystals dont have a single line code related to AI. They have an ability that is never triggered by the AI, but only by the player. Anything special in your modlist ?
VALT13L 2 Mar, 2021 @ 4:17am 
Got the updated version of JecsTools for another mod. Your race mods are goddamn beautiful but they cause catastrophic crashes when i use them. AI freeze follows it, especially the Crystal Race mod, thats a personal favorite but it breaks every time its loaded, killing the AI.

I are sad. Berry sad. Sadface.
Stanley Peterson Lau 1 Feb, 2021 @ 12:21am 
I have Rimworld of magic and Zombieland MOD. Some of the zombie with shieldmet did not break. Only be killed (small chane) by magic "siphon mana" which ignore the shied.
Rimworld of magic, Zombieland and Zoltan race are good MODS. I hope they can be played together.
Gouda quiche  [author] 31 Jan, 2021 @ 8:48am 
@Stanley Peterson Lau: I just tested and the guy with a shieldmet got killed as he should have. No invulnerability. Do you know if you have specific mods that could have an impact ? Was there some special conditions ?
Gouda quiche  [author] 31 Jan, 2021 @ 6:26am 
@Stanley Peterson Lau: I will check your issue. Thank you for the report.
Stanley Peterson Lau 31 Jan, 2021 @ 5:42am 
Is it a conflict to other mod that makes some of the enemy shieldmets never break? How to disable the shieldmets be wear by the enemy? Thanks.
Gouda quiche  [author] 30 Jan, 2021 @ 11:29am 
LivingPowerPlant
I still need to fix that because there are many mods that can remove hediffs. Luciferium can do it too. Thank you for the report no matter what.
Laowai 30 Jan, 2021 @ 8:34am 
@Gouda hmm since it looks like i'm the only one who has this issue it's definitely just on my side, what's the hediff for the different abilities? I'll try adding it manually.
Gouda quiche  [author] 29 Jan, 2021 @ 11:56pm 
Did you use something that removes hediffs ? The abilities rely on a hediff that stores data.
Laowai 29 Jan, 2021 @ 9:47pm 
everytime i cast ensparkle it never stops, completely lags out my game and i get this error a million times in a row

Exception ticking visible (at (130, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
at LTF_Zoltan.ExparkleEffect.TryCastShot () [0x000ff] in <9ecfb61ba10f466f8f4d66891e4eedf2>:0
Stanley Peterson Lau 29 Jan, 2021 @ 6:10am 
I am wondering why some enemy shieldmets is unbreakable. Any information of shieldmets? Thanks.
Gouda quiche  [author] 29 Jan, 2021 @ 12:14am 
Yes the scenario appears. JecsTools version should not matter.
Aravox 28 Jan, 2021 @ 4:52pm 
@Gouda Quiche, does that mean you fixed the issue of the scenario not showing up at the beginning of a game? Also the Jec Tools im using is the continued version, which is updated, the original Jec Tools has been dead for ages now.

I'm just trying to get this mod to work.
Raptorias 28 Jan, 2021 @ 5:49am 
After the update, all my Zoltan (3) colonists disappeared and I can't find Zoltans listed in the Spawn colonist menu.
Gouda quiche  [author] 28 Jan, 2021 @ 12:25am 
@luh mao @Tzion Barlev:
Sorry I did a mistake while uploading it last time. Folders overhaul and Publisher mod and not checking by me was bad. Sorry for the disturbance.
Aravox 27 Jan, 2021 @ 7:34pm 
I just sub'd to this ,and i see no scenerio for this species. No faction on map, and yet in mods it seems to be working
luh grunch 27 Jan, 2021 @ 1:45pm 
everything related to zoltans dissapeared from my save? all zoltan colonists, buildings, research, and i assume npc colonies too, i wouldn't know, because opening world map breaks the game.
Gouda quiche  [author] 15 Oct, 2020 @ 7:54am 
@aerosAtar it shows when dev mode is activated
AerosAtar 15 Oct, 2020 @ 4:02am 
@Gouda quiche
I am seeing "inactive CompOvercharged" listings in the infocard for all of my pawns and most of my power consumers. Is there a way to hide the comp when it is inactive? Or is this an incompatibility with RimHUD (or something else)?
Gouda quiche  [author] 23 Sep, 2020 @ 9:01am 
It's definetly the Zoltans that have an issue. I usually save another time when it occurs, and it dissappears. But I dont play long games, only the one the to test things out. It's really a strange behavior and it does not happen every time, which makes it even more odd. I will work on that, sorry for the annoyance.
Ai Spacedestructor 23 Sep, 2020 @ 7:59am 
i was using all of your FTL Race mods but recently found out there is critical issue as rimworld on starting gives out a warning 1 for each pawn using one of your races that information are stored wrong and that it will cause issues, on loading it actually does break the game to a stare where i cant fix it but have to start new without the race mods. im adding a link to the log [gist.githubusercontent.com] i uploaded so you hopefully can fix those races cause i would love to be able to use them longer then 2 hours without breaking the game beyound repair
Gouda quiche  [author] 7 Sep, 2020 @ 6:29pm 
No, that power does not use JecsTools at all. I feel it's your batteries that are slightly different than the one from vanilla. It seems you have many mods related to energy and I would not be surprized that they use a modified mechanism. Vanilla uses CompProperties_Battery.
Angrysquirrel 7 Sep, 2020 @ 5:35pm 
I'm using the unofficial version of Jecstools because the official version hasn't been updated. Could that be why the battery isn't charging? RimWorld> Workshop > lbmaian's Workshop. 188 ratings. JecsTools (Unofficial)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195729899&searchtext=jecstools
Gouda quiche  [author] 7 Sep, 2020 @ 3:40am 
Does your zoltan have the livingpowerplant hediff ? he should. This hediff looks for comp_battery ( it only works for batteries, not the circuits nor the power generators). If you have a mod that changes patches comp_battery with something else, zoltans may have nothing to plug themselves in. Please tell me what it is, so I can develop a compatibility with that mod.
Angrysquirrel 6 Sep, 2020 @ 10:47pm 
The batteries don't seem to charge. I put them on a subsurface conduit and nothing. Also tried putting them on one of RT's circuit breakers. Then tried next to a nuclear reactor. Then tried next to a geothermal. No charge. :(
Gouda quiche  [author] 30 Aug, 2020 @ 11:45am 
They spawn with 1 ability from the pool of 3 abilities.
xChibi 29 Aug, 2020 @ 7:02pm 
do they spawn with pre-determine ability or do they gain it as you play along?
Gouda quiche  [author] 19 Aug, 2020 @ 6:32pm 
There is a job restriction when they can teleport on autocast. Search and destroy must have its own job definition. I will create a suggestion thread and put yours in it, to not forget about it. I am working on another mod rn and I dont want to do fast changes that could have bug consequences.
Krazyfan1 19 Aug, 2020 @ 4:52pm 
Would it be possible to make it so that if you have Search and Destroy active, a Zoltan that can teleport is able to use it to teleport between targets and to get to the battle faster?
I have seen it used to get back home faster, but they still had to walk to the battle in the first place.
The Lord Of Lmao 27 Jul, 2020 @ 12:31pm 
Good job dude ;-)