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"@PeasantUnit I gave the mod a look, and it's because that mod's race def doesn't use
<hediffGiverSets>
<li>OrganicStandard</li>
</hediffGiverSets>
Instead deciding to make their modified hediffGiverSet called OrganicAgeless, to make them exempt from all the age related diseases.
I could add a mod check on my end, but I think it's probably better for them to use OrganicStandard like other race mods instead, because using their own hediffGiverSet seems like a high potential to cause compatibility problems with more mods than just this one."
Asari seem to always be wearing armor. Like everyone has a flak vest and a power armor helmet.
I rolled three seperate human pawns with the surname T'Zeli and a couple of others on the asari namegiver list.
Thanks for the reply. That's an oof i had it in my head Rimeffect core added the races too since it says it needs HAR. My bad lol. Good tho, I've already got this mod installed and have been playing with it for quite a bit now so i didnt want to get rid of it and potentially lose the asari pawns in my colony. Though if i can switch to rimeffect races and still keep them i might just go for that.
Thank you for the help.
As far as I am aware, Rim-Effect has not added any of the alien races yet, and they are not the priority for Oscar's team at the moment. However, when he does add Asari, you would not want to use both mods at the same time, as you will get duplicate factions, races, etc. Use whichever you prefer, but I would not recommend using both. They shouldn't conflict, but it would add nothing to the game.
You can safely add Rim-effect Core (and all the other currently released modules) without issue however, and I would honestly recommend that you do so for more of the Mass Effect flavor, and there is a patch somewhere on the workshop that patches my Rimeffect Races mod to use the new gear from Rim-Effect. You could pretty easily take the asari patch from that and modify it to work with this mod (or just use Rimeffect Races since it also has this exact race, and you can disable any races you don't want)
The Asari Bartender who acts like a Krogran springs to mind.
As best as it can. Males are not supposed to spawn, but sometimes Rimworld gets derpy, so there is a "male" version that *can* show up rarely, but they are identical in essentially every way
Updated. Asari now have value when gifted the Royal Tribute Collectors, and the about.xml has been future proofed, the mod name will no longer change.
Updated. Settlement spawning should be configurable now. Yeah, missed two lines of xml when I updated. Easy fix. Also added the mod manager notification if you don't have HAR installed, not sure why that was missing.
I will look into it, more than likely I missed something when I updated them to 1.3 that enables that.
Fixed 1.3 namelist error
I think I know what I did, I will fix that when I get home tonight
Issue should be resolved. Despite claims that "you don't have to break compatibility" to update, if you don't take special precautions, even if you changed *nothing*, the update will break the previous version.
Are you looking at the name or the part that says "for game version(s):"? If it is the name, that is cosmetic only and can be ignored. If supported versions doesn't say 1.3, the update didn't download correctly, and you should unsubscribe and resubscribe to force the update.
First off, thank you for the well wishes. Dad is back home recovering, so that is great. They did have to do an amputation so he still needs help getting around and such, but its great to have him home.
Secondly, I just posted a preliminary update for 1.3. I had to make a slight change to the tattoos, because of the new render system, so they are dark grey now instead of white. Hopefully a planned update for HAR will resolve that. Speaking of tattoos, I also unintentionally added the face tattoos as body tattoos when updating, but I actually really like the way it looks, and I would love to get some feedback on that.
So enjoy the update, and let me know if you encounter any strangeness.