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@Spottedmask95 Buy some from one of the special orbital trade ships (Canteen Saucer) that only show up if you play as a Zeta and have a good relationship with the co-op (aka have been a good little alien and haven't tried to remove your implants)
I want hybrids to be fully functional without DLC and it'd be ton of work to integrate both systems together happily; i might look into adding a hybrid disallow menu for the next update.
Content highlights are reworked singularities, which now merge with other singularities within range to grow in size. To go with this revamp i've made the singularity grenade a 3 charge grenade belt (That changes graphics to show you how many are missing) instead of a single giant orb grenade. I've also added singularity mortars, who's design based off the balldo (research it).
I created some unique laser C# and added a new "Neurolaser" weapon.
I'm phasing out 2 of the 3 interrupters, coding some C# that'll alert you there's an update available and will switch over the weapon to the Neurolaser upon unequip.
1.4 files have been removed from the mod and moved to a mega folder linked above.
I'll update the change notes at the top of this workshop shortly to give a full list of changes. Any red error caused by this update should be a non-issue, i hope.
Less meat on this one then I wanted (Poked my brain with a q-tip and gave myself an ear infection) but some good bug fixes, optimization, and I finally did basic support for some of the most popular animal mods.
The beefy part of this update is you can now extract skull for a mood bonus if you have ideology, something I tried for in the past but alluded me.
!!! ANY ERRORS YOU GET DON"T MATTER !!!
I scraped a bunch of hediffs and all the calculations attached in favor of a more efficient harmony patch.
Main additions:
I used anomaly's Hellcat gun as a touch off point for an alternate fire mode for Interrupters, basically a cone of paralyzing light. This took me a decent amount of coding/art effort and i think the result is *very* cool, hopefully you like it.
There's new moodlet rewards for completing research, increasing mood gain according to level of research done. Makes mood breaks a lot easier to avoid when prisoners are low. I'm still looking to make the starting hump a bit easier.
Zeta will use beams instead of drops pods to raid you now; been trying on this for a long time and it feels good to have figured it out. Unfortunately 1.5 introduced some weird raid behavior and I have to include core raids types i don't want too, put a lot of effort into getting around it but it is what it is for now.
Special thanks to Hyraxsyriacus for gifting me the new DLC
For Anomaly updates I will need someone to friend me and gift the DLC, as is my sacred tradition , then I will proceed to write the hundred million unique Zeta thoughts required.
Anyway, have fun and post your feedback (if any) in the pinned thread, friends.
Errors which you can blame on my mod are:
>>> Could not resolve cross-reference: No Verse.ThingDef named Genepack found to give to RimWorld.StockGenerator_BuySingleDe
>>> Could not resolve cross-reference: No Verse.ThingDef named Xenogerm found to give to RimWorld.StockGenerator_BuySingleDef
These should be harmless and i'll squelch them whenever HAR updates for 1.5
Until then if you have any other feedback balance/request wise toss it in the pinned discussion thread; i've not touched modding for a few months now but I guess it's time to get back on the horse.
Also Neuropathy now applies to individual bodyparts (as i always intended) instead of whole body and is nerfed to no longer cause pain.
Also check out my new mod "Convectional War Crimes" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3013834357
There's no reason i can think of that this specific mod would be having a bad interaction rather then it being a mod having a bad interaction with HAR in general.
@tolaburke It's illegal to mix X-com lore with with this, don't do it.
@SeñorAwesome88 Very cool song, i like the part were he sings about aliens.
And i encourage every one to head over to my HAR channel for all your Zeta Reticulan, the hottest Zeta Reticulan gossip, and to post about your Zeta Reticulan gameplay experiences
This mod goes hard.
As always the change notes on the top right next to the previews is updated to show the complete list of changes
if not i suggest heading over to the unofficial RimWorld discord and asking the fine folks over their your general modding questions.
Outside some bug fixes highlights of this updates are added thoughts related to pregnancy/breeding stuff and changes to traders so new Reticulans will now join as colonists
@TurtleShrooms Not in the mod anymore, i replaced it with "coded energy" which is meant to standardize the look of Reticulan weapons while allowing them to do different things. Interrupter weapon's paralysis is essentially what anesthetic rifles were though.
@Shenniko This was reported earlier in the week and is fixed it for next release, I should have updated already but started working on a few other things that pushed it back few days. If you want to manually update the fix search "Zetas.dll" on the discord channel and replace the file in your copy of the mod. Or wait a few hours-1 day
https://pastebin.com/iwMpCAD6
Zetas.Transporter.ScenPart_TBeamArriveMethod.PostMapGenerate
I've seen a bit of it online and it seems extremely interesting since a lot of their combat seems more utility based than simple melee or firepower, but I haven't seen enough to know how it's balanced fully.
So for this updated i added another interrupter (much like the current stubby interrupter but with a longer range) to give you some meat but mostly this update is behind the scenes addon stuff that'll you'll not notice but will make things much easier for myself going forward.
And most importantly the addon work leads to: Children being properly enabled
Version 1.3 has been removed from the mod and moved to a Github archive (linked above) were you can DL if you're stuck on an old version.
will deffo use yayo combat 3 tho for now, thanks!
Try "Yayo's Combat 3 (Continued)" should be a close experience to CE but widely compatible, so i've heard. As a modder I don't play this game so i'm recommending this based off of hear-say.
Very sorry for any games that were disrupted.
A) Unsuccessfully coding item verbs to have their own descriptions
B) Unsuccessfully coding raids to beam onto maps instead of using drop pods
Going to keep trying on the latter this weekend, likely going end up with me rebuilding the transport beam.
This update is mainly to fix it so Zeta's again spawn with slipsuits when creating a new colony, i left it disabled by mistake while testing skin textures because i'm bad at modding and embarrassing.
Worth mentioning here so people don't miss it is that "Neuropathy" no longer heals over time, totally forgot that i wasn't able to fix it last attempt i made.
Also fair warning: If you're still playing 1.3 i'm giving you until that start of June to sort something out then i'm moving the files offsite to a GitHub archive and deleting 1.3 from the workshop; mod is too chunky for my liking and this is the easiest way to slim it down.
After years of not bothering I got Erdelf to make me a channel in the HAR discord:
https://discord.com/channels/282995342579073024/1108981514835869706
If anyone wants to post their playthrough experiences or screenshots, whatever ya' feel, i highly encourage it!
My time's split atm as i'm working to improve my traditional art skills but i'll try to fix more of the xenotype stuff this week, another thing i'm aiming for within the next week or so is to get my "Kwiver" mod (steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2120889697) updated, so look out for that.
Finally did someone stream my mod on twitch or something? Noticed a good chunk of new downloads today; where did ya'll come from?
However you fine folks can keep me in mind when the next DLC drops; earning DLC through modding is a goal of mine (I hardly play Rimworld personally but RW + DLCs make up about half of this accounts $ value).
Or speaking generally if anyone wants to ~treat me~ i do have a big ol' wish list crammed full of old games that go on sale for quite cheap. Last (only) direct money donation i got was stolen by paypal so keeping everything within steam is now my preferred tip method.
@TurtleShroom I'm not to sure how the Gene stuff works, some things are working by default. I've avoided looking at Xenotypes so far.
Other authors would do well to take this as an example.