RimWorld

RimWorld

Zeta Reticulans [Player/Hostile Factions]
228 Comments
GarbageDay  [author] 6 Jan @ 7:47am 
Small patch to fix some big bugs. As always the change notes are at the top right on the workshop.

@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)
Speck 31 Dec, 2024 @ 3:40pm 
Sorry, I might just be dumb and/or blind, but how do you create reticulan hybrids?
Narada 21 Sep, 2024 @ 5:29pm 
Can't believe I haven't seen this before! I often play without DLCs so this is such a treat to have. Love that you made a mantis hybrid. Looking forward to trying it out, thank you for not making it Biotech :D (psst, this is what Genies should have been if they were good lol)
GarbageDay  [author] 9 Sep, 2024 @ 8:32am 
@lovecraft Sorry for the delayed response i don't like leaving comments unless it's on an update day (I have a pinned thread if people want to poke me about features there).

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.
GarbageDay  [author] 9 Sep, 2024 @ 8:26am 
Updated, lots of effort spent code side this time around to fixing bugs and refactoring.

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.
Lovecraft 1 Aug, 2024 @ 5:56am 
Do the hybrids work off of the genes mechanic from biotech? I'd love to build my own version of the grays and also disable other preset ones. Also yeah SOS2 UFOs would be epic.
feydras 18 May, 2024 @ 10:31am 
It would be really cool to see these used as a faction for the rereleased SOS 2 mod!
GarbageDay  [author] 17 May, 2024 @ 7:28am 
Bi-monthly update trend continues:
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.
Sol 4 May, 2024 @ 5:20pm 
Thanks for making this mod it is basically what I always wanted as a mod.
GarbageDay  [author] 4 May, 2024 @ 9:41am 
Okie dokie, new update.
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
GarbageDay  [author] 15 Apr, 2024 @ 6:51am 
Alright folks 1.5 is up! Sorry I couldn't get this out in time for your weekends but there was quite a bit to do for the update. Any 1.4 errors I missed last update should also be solved now. I also plan to play more rimworld/zeta than I usually do (which is not at all) and see about pushing some content & balance updates in the near future.

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.
TurtleShroom 23 Mar, 2024 @ 12:07pm 
There will always be a place at my Mod list table for classical,old-timey aliens. Zeta Reticulans are the most annoying Pawns to deal with, though, because they are always miserable and hate Mechanoid labor for some reason. It's fun, but challenging. That's a good thing.
Smoked_Ribs 23 Mar, 2024 @ 2:31am 
Thanks Garbage! Happy to have you back.
GarbageDay  [author] 23 Mar, 2024 @ 2:13am 
@Smoked_Ribs I'm testing with Core + HAR + Zetas and going through the DLC but i'm not finding mono-sword related errors.Turns out I *did* improperly tie Xenogerm & Genepack rebate traders to search for Ideology instead of Biotech.

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.
Smoked_Ribs 23 Mar, 2024 @ 1:19am 
Hi Garbage! Sadly the mod started to show error messages again if we don't have some DLC. I only have Ideology, and it give me red messages about the other DLC. (items like mono-sword, xenogenes, etc.)
GarbageDay  [author] 3 Aug, 2023 @ 11:29pm 
Very small update to fix some errors related to not having DLCs, which i'm surprised no one complained about but were kind of a big deal.

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
mocha 25 Jul, 2023 @ 3:20pm 
@GarbageDay Thanks for the suggestions! It was my forced trait scenario somehow applying this trait instead of what I told it to for some reason! I just started over and it's all good now :cozybethesda:
GarbageDay  [author] 23 Jul, 2023 @ 4:51pm 
@mocha I've not heard of that happening before, i would suggest scoping your modlist for anything you think might be interacting with traits and disabling them 1 by 1, or starting with no mods beside HAR and this then adding mods bit by bit to troubleshoot.

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
tolaburke 23 Jul, 2023 @ 1:22pm 
Ah, finally the Sectoids are here. Dunno where the rest are though...definitely a mod to use with 'XCOM+TFTD weapons'.
mocha 23 Jul, 2023 @ 8:36am 
I'm getting a bug where almost every pawn spawns with the Reticulan trait. The race itself spawns with 2 of them but their descriptions are different. My hacky solution for this was to disable all the traits with Cherry Picker but that's going to break something eventually I guess :rcry:
Mr_Awesome88 23 Jul, 2023 @ 7:26am 
https://youtu.be/spBdYGiWF8U
This mod goes hard.
GarbageDay  [author] 23 Jul, 2023 @ 2:03am 
Updated to support combat extended + added a new short ranged interrupter.

As always the change notes on the top right next to the previews is updated to show the complete list of changes
blitz 14 Jul, 2023 @ 4:41pm 
No, I am just a dumbass and didn't read that it wasnt patched for CE. I achieved it using mid save saver, thank you though.
GarbageDay  [author] 14 Jul, 2023 @ 4:16pm 
@flee Is there some sort of bug related to the mod?

if not i suggest heading over to the unofficial RimWorld discord and asking the fine folks over their your general modding questions.
blitz 14 Jul, 2023 @ 12:05pm 
Can i remove this from a save somehow? Brand new save I literally just started havent done anytthing but the world is generated
Vexacuz 4 Jul, 2023 @ 6:47am 
A classic returns
GarbageDay  [author] 1 Jul, 2023 @ 6:50pm 
Okay, decided to just finish the icon art i was working on and push the update.

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
GarbageDay  [author] 1 Jul, 2023 @ 4:50pm 
@Church.exe It's balanced in a vanilla sort of way, not CE compatible atm (or at least i've not updated CE stuff to 1.4, idk what the default support is like for CE)

@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
shenniko 1 Jul, 2023 @ 1:17pm 
Hi, i seem to be getting a error generating maps:

https://pastebin.com/iwMpCAD6

Zetas.Transporter.ScenPart_TBeamArriveMethod.PostMapGenerate
TurtleShroom 29 Jun, 2023 @ 10:41am 
Wait, where do I get anesthetic rifles?!
Church.exe 29 Jun, 2023 @ 9:28am 
might be a bit of an odd question, but how is this mod balanced? Is it balanced for vanilla gameplay, or is it designed for insane 100dps alpha/beta poly death pikes and 500% sharp/blunt armor? (also are there any known CE incompatibilities?)
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.
GarbageDay  [author] 10 Jun, 2023 @ 12:33pm 
Alright, could have got this out earlier in the week but i've not focused like i should have.

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
GarbageDay  [author] 1 Jun, 2023 @ 7:06am 
Boring update to make some body addon stuff better + janitor work.

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.
Stokeling9701 30 May, 2023 @ 12:35pm 
thanks for the quick reply, ive been looking forward to this mod for like forever dude, super appreciate it. if any gamers make a CE patch please post it here so it can be pinned or something

will deffo use yayo combat 3 tho for now, thanks!
GarbageDay  [author] 30 May, 2023 @ 1:50am 
@Strokeling9701 At one point long ago it was, not anymore, i don't think.

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.
Stokeling9701 29 May, 2023 @ 10:55pm 
is this compatible with CE
GarbageDay  [author] 27 May, 2023 @ 2:17am 
~Emergency update to fix an error that i'm pretty darn sure i fixed before but must have rolled back accidentally while copying things around. I put a null check on the pawn's map which should fix things, but it's not really an error I can check 1st hand to see.

Very sorry for any games that were disrupted.
GarbageDay  [author] 26 May, 2023 @ 1:44pm 
Another small and rather lame update, spent my time looking into :
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.
wincentweynard 23 May, 2023 @ 1:28am 
Did you know that the typical "alien" head was formed after the image of young owls to look intimidating?
GarbageDay  [author] 20 May, 2023 @ 9:42pm 
Another small update, as always the patch notes are listed in full under "Change notes" at the top of this workshop.

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.
HIM🐀 19 May, 2023 @ 9:19am 
AyyLmao
GarbageDay  [author] 19 May, 2023 @ 5:26am 
@Alone Thanks for the answer. I managed to figure it out through the collections it was added too

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!
Alone 18 May, 2023 @ 11:54pm 
Mr. Samuel Streamer included your mod in his newest Youtube play through, which is how I found out about it getting updated.
GarbageDay  [author] 18 May, 2023 @ 6:40pm 
Minor update to fix an issue with the starting ~class~ distribution, orbs being included in the starting colonists, and short greys only rolling as "procurers". Should have fixed this a month ago but xenotype trouble shooting burnt me out pretty bad, also some partial xenotype fixes in this update so hulk/fat body xeno types won't throw errors (Although some of the texture and body addons are going to be a bit wonky until i get to them)

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?
kinonothin 18 May, 2023 @ 4:37pm 
ayy lmao
Alone 18 May, 2023 @ 1:06pm 
My god, you updated this?! Bro, much love -- this is one of my favorite mods!
GarbageDay  [author] 25 Apr, 2023 @ 11:32am 
@Todokoro Tarsis all ready covered it friendo.

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.
TurtleShroom 22 Apr, 2023 @ 10:05am 
Wait, you can align Genes like eyes and stuff to unconventional heads?!
Todokoro 22 Apr, 2023 @ 3:13am 
@GarbageDay how about instead of torrenting it, I'll just gift it to you, its less than 30 bucks. My paycheck doesn't come in for another week or so.
Tkhakiro 31 Mar, 2023 @ 11:51am 
I really appreciate the detailed description of each update in the relevant section!
Other authors would do well to take this as an example.