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
Maybe sometime in the future, but if that happens it would be listed as a separate mod anyway.
At any rate if it's done I would either wait until there is a save breaking Rimworld update or DLC, or I'd release it as a separate mod, for the sake of not breaking people's saves. Going full xenotype would also make the mod require biotech, which unless HAR changed it should not require any DLC as it currently stands.
I absolutely need to do a equipment pass on the colonists, when the mod was first created I didn't fully understand pawntypes. But work and illness has been keeping me busy.
I was wondering if it was time to just have them be the xenotype. At current, they're only baseliners with extra genes, so they pop up even if youre doing just a base crash landed start.
Also sidenote, there might be something wrong with their starting values i keep getting colonists with biocoded weapons and full flak everything.
I really like this mod just asking for a little polish
Tentative Anomaly support is also in, but it's mostly based on a number of assumptions, as I don't think anyone myself included has managed to more than scratch the surface of the new DLC yet.
Aspero should function more or less the same as a normal human when it comes to Anomaly content, but be aware it has not been thoroughly tested.
I don't think it will take too long, but sometimes simple things turn out not so simple.
I'll keep trying to locate where the problem is. For now don't worry about it.
Any red errors on startup? If not can you try having dev mode on in the options when you load the save?
There should be an error being thrown somewhere talking about a missing texture. That's what causes those squares, It should tell me what bodytype isn't playing nice, and might even tell me exactly what's wrong.
I have access to rimworld at work but none of my mod files, so I had to wait til I got home to push the release.
Please note that this is not a complete biotech patch, but it should fix the bigger things. Genes, especially ones that force a bodytype Aspero currently does not support (fat or thin) or significantly change a creature's sprite (like furskin) are still likely to cause missing texture problems.
The version I am working on currently includes child textures, a potential fix for the missing female texture, blacklisting for genes that don't work with the custom head and body, as well as their own xenotype to go along with the race, though I'm still working on making sure the xenotype shows up properly on all members.
Unfortunately most of that relies on the HAR dev version code, as there is currently a lot of HAR DLC compatibility features still in testing,
That said, I'll see about getting together a version that includes just the DLC texture fixes, once I get a day or two from work. Doing most anything gene related with them would still probably be very broken though until HAR proper updates.
Unlike 1.4 few modders had a chance to mess hands on with biotech features. It doesn't seem to crash with biotech active, but I wouldn't expect a serious game, until HAR and race modders can catch up!
The changes will ultimately be a good thing from what I understand, but I am unfortunately struggling to find any examples or documentation that tells me how to fix these new errors brought on by the changes. If I'm understanding correctly a number of crucial things were moved into a system I wasn't really using, so it may be a bit to figure things out.
Trying to puzzle what I need to change out by looking at the HAR github code, and my own errorlogs is not getting me much results. So sadly the ETA to completion is back to being a mystery. I'd guesstimate much closer to 1.4 stable release, because even if I fixed this today until I can work with a stable version of HAR upgrades to HAR systems could break things at the drop of a hat.
I do want to run my test game a little longer before release, so I will do a bit more testing after I get off work, but assuming nothing game breaking happens I'll have a preliminary version (with Seanggag's korean translation) uploaded sometime around early afternoon tomorrow the 17th eastern US time.
I'll likely need to put some more work into it for proper 3rd DLC implementation once that drops. Because it currently looks like I might want to make custom sprites for the kids. But from what I understand from HAR even then it should still *technically* work with the DLC. Kids just might look funny.
1.3 version should still work fine even after update.
Thank you for the translation! I'll see about getting your translation built in with the update I'll probably have to run with 1.4 and the dlc. I plan on waiting for the dlc to become available to see just how much it changes since this dlc from first glance feels like it's going to be changing how alien races work significantly, and I'm worried that just prepping for 1.4 won't be enough.
The Humanoid Alien races mod itself also appears to be changing significantly, at least from what I could tell in a quick run of the dev version, and the massive wall of red I got trying to load up my mod in it.
If all of that looks like it will take a long time (I don't have the free time I had when I first made the mod) I'll throw your translation on in your very own standalone update. But hopefully things won't be too difficult!
And thanks again!
For the technical, most vanilla pawns have a weight value of 10 or so, Aspero are patched into those at a weight of 1 or 2.
As for other modded factions they shouldn't join those unless the other factions also pull from the outlander or pirate groups for their pops.
Some helmets still can look kind of off, but it's better than it used to be. Before they're noses would either be coming straight out of the fronts of hats and helmets in ways that didn't make sense, or they would have tiny heads. So I shrunk their noses down quite a bit, and because they already all had horns, that ended up making them look more like dragons than dinosaurs.
Not that big of a deal to me, but that's why their backstory relates them to dinosaurs.
I'm glad they have a chance of spawning with other factions! The aspero pirate faction on my current save spawned with a whopping 17 bases across the map, so I'm hoping they'll raid me once my base is able to handle it
That's all good and well if people like that, but I'm sure a lot of folks also like the mods that aren't over sexualised or load up a bunch of extraneous features.
As for getting these guys, one or two should show up randomly with other groups like outlanders or raiders. Their own raider faction and friendlies generally only have a chance of showing up in the summer months, because of their low cold tolerance. You could also embark with the somewhat basic Aspero scenario, or use something like character editor or prepare carefully to spawn some in with other scenarios.
Hope you enjoy them!
I think the reason tails on Aspero and other races end up being destroyed more readily is a combination of there being no vanilla armor that protects them. As well as being attached directly to the torso but not having any child parts themselves that hits could be distributed among.
In the case of Aspero, their tails are the same coverage size as their leg. But the leg has a chance of the shot hitting the foot instead, saving the main leg bodypart from absorbing all the damage itself. Tails have no such additional parts to absorb damage from the main bodypart.
At least that's my theory on it.
Starting up with dev mode active I see the errors as well. I knew about the backstory one, but the one with null values for apparel is new to me.
Good news is both are harmless. Further good news is I'll see about getting those sorted now. Now that I have a bit more experience with backstories and scenarios I think they should be an easy fix. Thanks for the report!
EDIT: The issue should now be resolved. The null materiel seems to be CE related and I'll look into that separately.
If your bionics still get shuffled you can turn on dev mode in options. Hit the dev tools at the top of the screen and use the add and remove hediff buttons to remove the bionics and then add hediff to put them back to their intended locations.
Tynan from appearances avoided the issue with code shenanigans that I don't have access to. I'm going to spend some time searching for a solution to the problem, but if it becomes clear that it will be unrealistic to avoid bionic shuffling (or if other modders begin to just power through) I'm afraid I'll just have to rip the bandage off and just do it. To at least keep the number of times people with multiple races have to enter dev mode down to a minimum.