RimWorld

RimWorld

Filox Xenotype
45 Comments
Mythophile 12 Jul @ 6:44am 
Needs a 1.6 upgrade. Looking forward to it! Especially with the new underground glowing biome stuff!
Paprikahörnchen 17 Feb @ 4:19am 
Hello! I don't know if you're still working on this mod but I would love to play with it again! But sadly it gives me some problems when I start a game with it on1.5.
Maybe this log would help you!
https://gist.github.com/HugsLibRecordKeeper/b0828fcd5d4c91bb960b0ea73fbb909c
Benny  [author] 11 Apr, 2024 @ 4:57pm 
@GardenSalsa I've done about 20 mins of testing and haven't found any game-breaking bugs so far for 1.5 I'm not gonna mark it as 1.5-compatible just yet, as further testing is needed, but feel free to add it to your modlist if you don't mind the risk. Only bugs I ran into were a few errors in the logs to do with sounds, and the Filox raiders not spawning with clothes.
GardenSalsa 11 Apr, 2024 @ 3:18pm 
Update!? this would be perfect for 1.5
Benny  [author] 22 Feb, 2024 @ 10:11pm 
@Drasath Barely. I've been kinda busy at the moment, and learning to make more advanced mods. I'm still stuck on a few features I want to add, but they never quite work properly. The next thing I'll likely add is another more advanced Filox faction, which should be easy enough to code in. Hopefully it won't take too long once my schedule has cleared up.
Drasath 21 Feb, 2024 @ 12:29pm 
Are you still working on this mod?
Tcgirl8 7 Sep, 2023 @ 2:46pm 
oh they look cool
Crex 13 Jul, 2023 @ 2:10pm 
can't wait for it to get more improvements
Crex 13 Jul, 2023 @ 2:09pm 
this mod really has a ton of potential tbh
Benny  [author] 11 Jul, 2023 @ 3:34am 
@Goldengear1111 I'm not sure, since I haven't tested, but I don't think there should be any issues
Goldengear1111 10 Jul, 2023 @ 10:24pm 
This ce compat?
Vartarhoz 13 Jun, 2023 @ 1:29pm 
Thanks
Benny  [author] 13 Jun, 2023 @ 12:03pm 
@Vartarhoz Yeah you can go into the mod source code and just replace them with vanilla sounds.
Vartarhoz 13 Jun, 2023 @ 10:55am 
Sound effects of melee weapons come from this mod? It's like broken bass on high. Way to disable it? sounds awful.
Crex 5 May, 2023 @ 12:40pm 
@Jarrah then try making your own xenotype mod without it's own special things other than genes
MESSIAH 4 May, 2023 @ 8:17pm 
this looks really cool, but why does every xenotype mod have to include new weapons and armour? like I get maybe one new type of armour or one new weapon, but I don't want all this random shit filling up my storage after a raid, its just annoying.
Crex 28 Apr, 2023 @ 5:04pm 
i don't think you need thrumbo genes to justify white hair and horns though

white hair can be caused by stress, and since they live in caves, they have to deal with insects, which are stressful

the horns, they might function as an ancient defense mechanism from insects before they figured out how to make weapons, but now they function as a status thing

just ideas to justify the hair and horns
Crex 28 Apr, 2023 @ 2:32pm 
yeah that could work really well for it
Benny  [author] 28 Apr, 2023 @ 1:40pm 
@erratic red moons The thrumbo DNA was just meant to be a justification for the horns and white hair, so might add some other features to make them stronger. I am definitely planning on making a big update, I've just been very busy for the past few months. I really like your idea of an outlander faction, too. Perhaps they would be defectors of the cult, and they would have advanced Aterium technology
Crex 28 Apr, 2023 @ 1:32pm 
also, it says in the xenotype description that they have thrumbo genes, but to me it just seems like
cave people with claws.

i'm just confused as to why they aren't slightly stronger when they supposedly have thrumbo genes
Crex 28 Apr, 2023 @ 1:28pm 
this is a very promising mod, are you planning on updating for more advanced filox factions like outlanders, or just staying with tribes?
kanid99 5 Apr, 2023 @ 6:32pm 
@Benny Worm - got it, the confusion stems from the description literally saying that it is stronger than Plasteel. Unless Im remembering wrong, which happens.
MerlinCross 31 Mar, 2023 @ 10:44pm 
Honestly if you could just make Aterium either have more Pierce or other additives, that might work. Plasteel can still be the 'stronger' metal comapred to the two in terms of damage and defense but getting other bonuses for making stuff out of Refined Aterium could work.
Benny  [author] 31 Mar, 2023 @ 4:14pm 
@kanid99 Refined Aterium is only meant to rival plasteel, which doesn't necessarily mean it is stronger. However, I agree that it needs a bit of a buff.
kanid99 31 Mar, 2023 @ 8:34am 
Refined Aterium is described as stronger than plasteel BUT only has 100% max hitpoints when used to make things vs 280% for plasteel, armor rating is 105/35/85 vs 114/55/65 for Plasteel so its only better against heat when used in armor, and in damage it is 70/105 vs plasteel which is 90/110 . So I dont see how it is stronger than Plasteel in nearly every way?
Benny  [author] 23 Mar, 2023 @ 10:13am 
@MerlinCross Aterium is like the other ores in the game, and can be found anywhere. However, it's about as rare as gold, so you would have a hard time finding it. If you can't find any on the map, you'll unfortunately have to buy some from traders, or smelt the weapons dropped by the enemy Filox faction. I might implement a different way of retrieving it in the future, though.
MerlinCross 22 Mar, 2023 @ 10:38pm 
I got it to work so starting a tunneling based colony. Slight question; I didn't start in the crags like the mod seems to be based around.

How does one get Aterium outside of that bio? Just randomly replaces steel deposits?
Benny  [author] 10 Mar, 2023 @ 10:58am 
@Jano Sure, I can tweak the values. Mind you, I am working on an update which makes aterium a lot more useful, so I might have to decrease its rarity anyway.
Benny  [author] 10 Mar, 2023 @ 10:55am 
@MerlinCross Sorry, there was a typo. You should be able to see [LTS] Xenotech in the required items section on this page, anyway. It should give you a link to the mod page.
MerlinCross 9 Mar, 2023 @ 9:04pm 
It's asking for dependences when I put it into the mod list; LTS Xenotech and invalid.package.id

Also in the description, you put down LTC Xenotech but that doesn't seem to exist.
Jano 9 Mar, 2023 @ 5:38am 
Is it possible to lower the generation of the mineral "Ancient aterium"? I find it too often, even in meteorites.
Benny  [author] 28 Jan, 2023 @ 5:35pm 
@dagoonite That is an intended feature of the Eldritch Ideology Structure, if you have the Vanilla Expanded - Memes and Structures mod installed. If someone's corruption need is close to 100%, it is nearly impossible to convert them. The only way to convert a filox is by decreasing their corruption, forcing their certainty in their ideology to decrease.
dagoonite 28 Jan, 2023 @ 12:52pm 
My biggest complaint is that I can't convert them from their ideology. It might be a mod interaction, I'll have to check.
GlakzorTheIndomitable 27 Jan, 2023 @ 4:18pm 
ayy bro

impid names are cool and all, but i think the filox should use a custom naming list. these things aren't demons, they're more devolved humans corrupted by eldritch energies. at least, that's my headcanon for them.

the naming list will contain more "lovecraftian" names for them. so instead of a filox named kuchnove, it's called i'thogaal instead.

there's plenty of name generators online for this kind of thing. that's how oskar made the naming list for his saurids.
Benny  [author] 27 Jan, 2023 @ 7:37am 
@StrayaJake Thanks! Fortunately, that doesn't seem like a game-breaking error, so you should be able to play. I'll have it fixed soon, though
Lightning Larry the Lockie 27 Jan, 2023 @ 1:58am 
I keep getting these errors when i load the game with only this mod

Config error in AteriumRefinery: madeFromStuff but has a defined constructEffect (which will always be overridden by stuff's construct animation).

Config error in Frame_AteriumRefinery: madeFromStuff but has a defined constructEffect (which will always be overridden by stuff's construct animation).
Three-legged Wolf 15 Jan, 2023 @ 1:36pm 
Coming to say that if you use this mod with Nal's Facial animations, the racial "ridge" on their faces will not render corretcly. Pretty sure you won't have this issue if you use Vanilla Faces Expanded instead.
Drasath 8 Jan, 2023 @ 3:50pm 
@Benny Worm Yeah it looks like 1.2 equipment on a 1.4 art style and it makes it looks a bit messy I think people will probably make a re-texture on it if you don't but I like the unique Alter blade noise it's pretty cool! keep up the content I love it
Benny  [author] 8 Jan, 2023 @ 6:59am 
@Drasath I might do in the future, because it doesn't look very vanilla. Unfortunately, the Rimworld art-style is hard to replicate with the program I use.
Drasath 5 Jan, 2023 @ 7:02pm 
Are you going you upgrade the graphics of the new weapons and armors?
Drasath 16 Dec, 2022 @ 6:04pm 
A lot of potential especially if you make an expansion and faction weapons unique race specific features etc. With 200 hours using this mod definitely my favourite looking race nice job!!:steamthumbsup:
over easy 2 Dec, 2022 @ 8:37am 
Huh, I like how this design manages to make the race look cool and edgy without looking too tryhard.
HolyApplebutter 29 Nov, 2022 @ 11:01pm 
Really like the design, though I'm probably going to hold off on getting it until you flesh it out bit more. Will definitely be following this though!
Montu 29 Nov, 2022 @ 12:09pm 
Very nice looking!
Three-legged Wolf 26 Nov, 2022 @ 1:36am 
These look realy great ^^ def gonna try these out