RimWorld

RimWorld

Folia Race (Continued)
87 Comments
Moxxy 30 Mar @ 2:05pm 
THIS IS SO COOL
But
I REALLYYY wish it was biotech and xenotype based instead...hopefully someone makes a mod like this but more modern compatible
Rashuko 23 Oct, 2024 @ 8:38am 
Any update on why the incubators cant't be placed?
LavendelParfum 18 Oct, 2024 @ 8:22pm 
chat is this a hells paradise reference
1,000,000 ants in a trenchcoat 28 Sep, 2024 @ 4:30am 
Even after getting the minify everything mod and spawning the incubator with dev mode

I can't place it
1,000,000 ants in a trenchcoat 28 Sep, 2024 @ 4:20am 
Is there anything else that i have to do besides have biotech and hydroponics researched?
1,000,000 ants in a trenchcoat 28 Sep, 2024 @ 4:14am 
hey uhhhhhh

For some reason i am not able to like

build incubators even tho i have them researched and have biotech
MarsInAres 29 Aug, 2024 @ 5:12am 
Love this mod, looking forward to getting my first potatoid
Dagoth Ur 22 Jun, 2024 @ 3:55pm 
Kids age faster by default you can change this in the storyteller settings
Kihtan 8 Jun, 2024 @ 12:11am 
Does anybody else have a thing where the folians age twice as faster? My potatoid which joined when it was 2 years old has a biological age of 10 and a chronological age of 5, somehow. There are no world conditions tho affect age that i am aware of.
Kihtan 25 May, 2024 @ 11:31am 
Cool! Nice job fellas!
Zaljerem  [author] 25 May, 2024 @ 10:35am 
Updated: Potatoid and Deathkap now hatch as adults. Thanks ShauaPuta! I have backported this update to 1.4, but 1.4 is now end-of-life. Seriously. I mean it.
Zaljerem  [author] 25 May, 2024 @ 10:15am 
Ah, that would make sense. I'll try that now. Thanks!
ShauaPuta 25 May, 2024 @ 10:08am 
I will do it soon, but I might already know how to fix it.
That need error comes from LifeStageWorker_HumanlikeAdult trying to check the previous lifestage of an adult for drug use, but does not null checks it. It just...assumes that the adult was once a child. Since the race only has one lifestage, it null references instead.
The fix is to remove the worker class from the lifestage completely. I have it like that in my robot race, and I have found no issues so far.
Zaljerem  [author] 25 May, 2024 @ 7:30am 
You're welcome to do so, of course. It sure can take a lot longer than five minutes to update any race with add-ons when you consider offsets. If I remove the life stages it throws an error about Need_Alcohol that I also saw mentioned on another robot-style race mod page. If you know a fix or if I can configure it another way, let me know.
ShauaPuta 25 May, 2024 @ 7:13am 
I could take a look if you want to
I've been updating a few races for some friends in my free time, I could put folia in the list. Most races take less than 5 minutes to update between versions (if you exclude the nightmare that 1.4 and biotech were), and that's why I'm so confused, it should be a simple fix
I will try to take a look soon
In case you have discord and want to reach me, my nickname there is the same as here. You can find me in HAR discord and main rw discord, if you think that's easier
Zaljerem  [author] 23 May, 2024 @ 6:51pm 
I've tried that and it never seems to work for me, it causes other errors. I guess I'll try it again after looking at some other races for examples. About ready to abandon all HAR races as more trouble than they're worth unless you really care about using the race. As far as continuing them otherwise? Big time sink for little benefit.
ShauaPuta 23 May, 2024 @ 6:24pm 
Hey
For the child potatoes and stuff, you can always make them not have a childhood lifestage stage, going straight to adulthood
Many robot and android races do it like that, if you need any examples
Zaljerem  [author] 14 May, 2024 @ 7:23am 
Yep, I've been struggling with the same problem there as well. I understand more about C# now so I'm hoping to get a little time to look at some sort of custom solution. (I had hope that the Mechanical Framework that was being worked on might be useful for Automatons at least, but it's back in dev for 1.5).
Kihtan 14 May, 2024 @ 7:21am 
Thank you for trying anyways. I honestly have no idea how to fix it. I had the same problem with Automatons 1, when the assembled automaton from a bougt "egg" came out as a child. thankfully Automatons 2 dont have children.
Zaljerem  [author] 13 May, 2024 @ 5:26pm 
Apologies, I put together an update to allow all worktypes for the child potatoes and shrooms, but somehow forgot to upload it. Will do momentarily. Other than that, I'm open to suggestions on what to do to make them work more like they did in 1.3, I will probably need to write custom code.
TurtleShroom 13 May, 2024 @ 1:24pm 
I've reported this many times, Kihtan.
Kihtan 12 May, 2024 @ 11:41pm 
Hi. I get that the young potatoes and shrooms that are grown or enter the map are gonna be children by default. But maybe its at least possible to reduce their "childhood" period to a minimum so that they grow up fast? They already live less years then everyone else.
Kihtan 5 May, 2024 @ 1:47pm 
Hello. Sorry for bothering, but can you somehow fix young follians counting as "children" and not being able to do anything if there is no Biotech DLC in the game to begin with?
LyNX_019 20 Apr, 2024 @ 1:18am 
Thanks for the update, i love potatoids:steamthumbsup:
Ollie-Raven 12 Apr, 2024 @ 1:18pm 
cant wait <3
Zaljerem  [author] 10 Apr, 2024 @ 10:40pm 
Soon. It's in the first batch of race mods getting updated.
LyNX_019 10 Apr, 2024 @ 9:04am 
Looking for 1.5 update:)
mr_scrabble 19 Feb, 2024 @ 10:18am 
TYSM I LOVED THIS MOD. ITS TIME TO BEGIN MY VEGAN TAKEOVER
kari 5 Aug, 2023 @ 3:35pm 
Thank you!!!! mwah mwah mwah
Zaljerem  [author] 5 Aug, 2023 @ 9:06am 
Thanks for the report, I've pushed an update to fix that.
kari 4 Aug, 2023 @ 9:32pm 
Hi :) I've run into an error in which one of the Folia factions is unable to form trade caravans. HugsLib Log [gist.github.com]
TurtleShroom 2 Aug, 2023 @ 9:19am 
You need to do both to ensure maximum success.
Zaljerem  [author] 2 Aug, 2023 @ 6:36am 
Ok, I pushed an update. Let me know what you see. I'm seeing some weirdness with it not applying adult backstories when I generate such young pawns, even though they should be adults at that age per my settings. All suggestions welcome.
Zaljerem  [author] 26 Jul, 2023 @ 5:46am 
My experience with using those hasn't been all that successful, I'm modifying the age generation curve in the race settings for Deathkap/Potatoes.
TurtleShroom 25 Jul, 2023 @ 6:50pm 
For the record, you can do this in the Pawn Kind Def entry by using " <maxGenerationAge>X</maxGenerationAge> ". It has an opposite statement ( "minGenerationAge" ) as well.
Zaljerem  [author] 25 Jul, 2023 @ 4:09pm 
Thanks for the reports, I'm working on an update.
TurtleShroom 24 Jul, 2023 @ 12:42pm 
I cam confirm that I experience the same issue as Doomchibi. You need to set a maximum age at which a Deathkap can spawn in order to prevent them from all being Frail and Deaf and whatever.
Doomchibi 24 Jul, 2023 @ 8:06am 
I love this mod and I think the deathkaps and their names are all adorable, so I keep stubbornly using the mod in most of my playthroughs- I've noticed though that the deathkaps seem to spawn with normal human ages, so i'll have them join through transport pod crashes and other events and be running (....or not moving so much in most cases I suppose) around at age 20, 30, 40 etc and they all are frail, with bad backs, alzheimers, dementia, deafness, blindness etc.... I keep adjusting their ages back down to a normal number and removing the age related health conditions to keep them but i'm not sure what is causing it other than some weird conflict? I'm guessing no one else is having a similiar issue though? Thank you!
Shet Tm8 29 Jun, 2023 @ 8:42pm 
YESSS Thank you for updating this!!!
HIM🐀 27 May, 2023 @ 11:05am 
Thank you, Zaljerem
Zaljerem  [author] 21 May, 2023 @ 5:50am 
Updated: I fixed the graphics paths the way you requested.
TurtleShroom 20 May, 2023 @ 8:27pm 
Please check the Bug Reports again. I think I figured out the problem.
TurtleShroom 17 May, 2023 @ 12:01pm 
I think I figured out the problem!

Please look here and tell me what happens if you do it: https://www.steamcommunity.com/workshop/filedetails/discussion/2906977475/3764482382512339818/#c3825289852111316493 .
Zaljerem  [author] 13 May, 2023 @ 5:26pm 
Yes, I have an extensive blacklist for genes and xenotypes I apply to races.
TurtleShroom 13 May, 2023 @ 5:25pm 
My pleasure! I would also suggest that you add a black list for Gene Types if your creatures have custom Head Types. Creatures with custom Heads cause streams of errors when Genes change them unless each Head Type is loaded.
Zaljerem  [author] 13 May, 2023 @ 5:23pm 
I was mostly just messing with you. No worries, and I appreciate you letting me know what needed to be done.
TurtleShroom 13 May, 2023 @ 5:20pm 
Oh shoot, I didn't mean to come across as rude! I apologize!
Zaljerem  [author] 13 May, 2023 @ 5:03pm 
Updated: Added custom lifestage. Fertility was already set to zero.
Zaljerem  [author] 13 May, 2023 @ 3:30pm 
You didn't say the magic word.
TurtleShroom 13 May, 2023 @ 2:23pm 
https://www.steamcommunity.com/workshop/filedetails/discussion/2906977475/3764482382512339818/#c6274121610022818861

I can confirm that I am experiencing Dusa's problem. I have included its errors and I theorize that it is a problem with Potatoid and Deathkap Races looking for Body Textures for Children. You need to replace all their Life Stages with a single custom one and make sure that its Fertility is at zero.