RimWorld

RimWorld

Mass Effect - Gangs and Mercenaries
73 Comments
Unofficial Status 28 Apr @ 3:14am 
Ok I will upload now.

Man doing from ground up with xenotype is gonna be a pain in the ass to do setting up all those genes. Imma just update this to 1.5 for now.

I noticed I worded wrong about that HAR Human, I mean Xenotype(Baseliner)Human.

So far I havent seen any weird things on them when I raid the eclipse faction or make eclipse debug raid me, theres Xenotype Asari, Xenotype(Baseliner-Human), HAR Salarian and with a few robots.

I changed to Renegade because it looks like thats the one getting more love like 5 modules while Legacy is like 2.
Λ  [author] 27 Apr @ 6:29am 
@Unofficial Status No need to send it my way- feel free. One of these days I'll take the time to figure out what's broken in the code for abilities and stuff, but that probably won't be anytime soon.

I have no idea what to do about HAR and how it's interacting with Xenotypes though- if I was going to start a Mass Effect modseries from scratch I'd probably just use the xenotype function as a base for the different races, instead of HAR.
Unofficial Status 25 Apr @ 7:00am 
@Λ Can I upload an unofficial 1.5 version on workshop for now and do you want me to send you the file to test whenever you're free? Both Gangs and Mercenaries and Genophage is ready because well there are no errors showing on menu or ingame for now anyways. The errors I fixed are mostly race related.

Though downside is I disabled the comps of Vorcha's "bloodlust" and Krogan's "Rage" since the player won't be able to even draft them since theres no gizmo showing to control them so I'm just gonna disable their hediff for now... And I'm no programmer to edit whatevers in the assembly dll so thats that.

Also I used the Rim-Effect-Renegade and its using HAR pawns of Humans and Salarians with the Asari Xenotype when their faction spawns
TwinIndifferent 21 Apr @ 3:15pm 
Good luck on you, commander. o7
Λ  [author] 21 Apr @ 2:27pm 
I can't promise anything, life's been keeping me busy. But I don't mind these mods being updated by someone else in the meantime.
TwinIndifferent 5 Apr @ 10:11am 
Doubling on asking for 1.5 update, especially Renegade version!

Death to the Blood Pack!
crafty1983 7 Mar @ 10:13am 
Is he ever going to put it on the workshop?
Zarkon 7 Mar @ 6:55am 
Neronix has updated RimEffect on his github. If you have the time and the willingness, you might wanna look into updating Gangs and Mercs for his version instead.
https://github.com/Rim-Effect-Renegade
Your Local Inquisitor 4 Oct, 2024 @ 8:09pm 
Understandable, have a great day!
Λ  [author] 4 Oct, 2024 @ 4:34pm 
@Your Local Inquisitor Unfortunately, this won't be happening for some time given that Rim-Effect as a whole is on hiatus since 1.5. The big problem with basing your mods off of someone else's I suppose.

That, and life has just been coming at me fast the past half a year or so.
Your Local Inquisitor 4 Oct, 2024 @ 11:08am 


Please do, Mass Effect mods in Rimworld are underrated asf
crafty1983 17 Apr, 2024 @ 8:30pm 
Hey that sounds awesome. I look forward to it.
Λ  [author] 17 Apr, 2024 @ 5:58pm 
@crafty1983 I want to remake my ME mods from the ground up I think. Right now I'm working on something entirely different, but eventually I plan to, yes.
crafty1983 17 Apr, 2024 @ 5:03am 
will this get a 1.5 update?
Λ  [author] 14 Dec, 2023 @ 1:13pm 
@TheConeezeanEmperor I won't say it'll be done soon, but I have started working on it yea.
TheConeezeanEmperor 14 Dec, 2023 @ 8:57am 
Damned nice! Glad to see Rim Effect getting some love while Oscar is focusing on Vanilla expanded! Any chance of a Turian focused mod any time soon? The last Turian mod which had them look anywhere close to decent was Bob's one, which is still stuck in 1.3, and Oscar's Turian mod which is in haitus at present as far as I know.
Λ  [author] 12 Dec, 2023 @ 10:49pm 
@TheFirebender My mass effect mods are made as my own continuation on the RimEffect series, which used HAR. So unless that changes they'll be based off of HAR as well, and I don't expect to do much with Biotech anytime soon.
TheFirebender 12 Dec, 2023 @ 10:49am 
Is it planned for this mod not to be based on HAR?
TheFirebender 12 Dec, 2023 @ 10:33am 
Are this races along with asari biotech gene compatible?
Xeonzs 30 Nov, 2023 @ 11:46am 
Thanks mate, I forgot to mention that I was also able to reproduce it and only on their bases.
Either way, appreciate the swift response and rapid action.
Λ  [author] 30 Nov, 2023 @ 11:24am 
I'll patch them out of base spawns until then.
Λ  [author] 30 Nov, 2023 @ 11:24am 
@Xeonzs Looks like an issue with the mechs, recreated it on my end. No idea why it's happening, I'll try and look into it later. I'd destroy them in dev mode or something until I can find a fix.
Xeonzs 30 Nov, 2023 @ 3:02am 
Part 2 (Sorry, character limit):
Full log:
https://gist.github.com/HugsLibRecordKeeper/a866591ab3b415604f2d120d5f2a4837

Can't just unpause and continue, will instantly pause and create same error again.
Xeonzs 30 Nov, 2023 @ 3:02am 
When attacking an eclipse base I keep getting this:
Exception while ticking lord with job RimWorld.LordJob_DefendBase:
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.Group.Trigger_UrgentlyHungry.Verse.AI.Group.Trigger_UrgentlyHungry.ActivateOn_Patch1(Verse.AI.Group.Trigger_UrgentlyHungry,Verse.AI.Group.Lord,Verse.AI.Group.TriggerSignal)
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, Verse.AI.Group.TriggerSignal signal) [0x00013] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal signal) [0x00050] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.AI.Group.Lord.LordTick () [0x000bb] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00011] in <cd7169108ea74757aa50c5b33d275c15>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
MangoCobra 1 Nov, 2023 @ 2:00pm 
That's totally fair!
Λ  [author] 1 Nov, 2023 @ 10:13am 
@MangoCobra I've been taking a little break from modding lately, to play some of the stuff that's been coming out. I'll come back to it eventually though.
MangoCobra 31 Oct, 2023 @ 11:55pm 
Any chance of Turians on the horizon?
Λ  [author] 17 Sep, 2023 @ 3:44pm 
@PIGFAT PETE Glad you like it! Yes, Salarians should now spawn into the Eclipse faction and Krogan into the blood pack, if you have ME: Genophage active.
PIGFAT PETE 17 Sep, 2023 @ 7:34am 
Thanks so much, love the mod! Was wondering - have salarians and krogan been incorporated into this mod's factions as well, or are the two separate?
DeeHasApples 6 Sep, 2023 @ 11:37pm 
Bless you! Can't wait for more!
Parzival_2031 5 Aug, 2023 @ 12:53am 
Ok thanx @A
Λ  [author] 4 Aug, 2023 @ 5:04pm 
@Parzival_2031 Not necessarily looking, but anyone is welcome to go into the files and translate my mods as desired.
Parzival_2031 4 Aug, 2023 @ 6:49am 
Hello @A. Are you looking for translators? Doesn't matter the experience in mods?
GarlicBread 3 Aug, 2023 @ 4:51pm 
Finally my favourite gun the Mattock
Mattock Mattock Mattock Mattock Mattock Mattock Mattock Mattock
Hex: Marcus 2 Aug, 2023 @ 10:53am 
Perhaps it was a missing texture for apparel then - the next time they raid me I'll grab the devlog error and paste it in Bugs/Fixes.
Λ  [author] 2 Aug, 2023 @ 10:17am 
@Hex: Marcus Batarians don't have their own body textures, they should just be using the default male/female body textures. Can you post your error log in the Bugs/Fixes discussion board for me to take a look at?

@Parzival_2031 I wasn't planning to, I'm not fluent in any other languages. Anyone else is more than welcome to, however.
Hex: Marcus 2 Aug, 2023 @ 1:37am 
The Batarians are missing body and apparel textures (I was getting a devlog error, so I checked in the files folder), and this causes them to just show up as pink boxes.
Parzival_2031 2 Aug, 2023 @ 12:46am 
Are you going to do translations into other languages?
RoboticLover 1 Aug, 2023 @ 11:36am 
Hey I had a non-released mod made along time ago. Add me as a friend or on discord as serpius, I have a mod that was made that is about batarians and gangs. I will give you the files
Λ  [author] 31 Jul, 2023 @ 10:05pm 
@Ros[É] Thanks! I have a little less free time to work on them lately, but I think I should have the next one out in the next couple weeks or so.
Ros[É] 31 Jul, 2023 @ 9:33pm 
@Λ I look forward to all of your mods!
Λ  [author] 31 Jul, 2023 @ 9:18pm 
@Ros[É] Maybe, yeah. I'm already planning on doing an 'extras' mod for some misc stuff that doesn't quite fit with the factions/races I'm adding, could put that in there. That'd be down the line though.
Xeonzs 31 Jul, 2023 @ 9:16pm 
@Ros[E] just use this in conjuction with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2479560240 the rim effect mods add the essentials of mass effect.
Turians, krogans etc still to come, this and that mod work together flawlessly.
Ros[É] 31 Jul, 2023 @ 9:12pm 
Can we get the M-7 Lancer sometime? Like a silvery avenger but with slightly better stats and being quest only?
Λ  [author] 31 Jul, 2023 @ 8:16pm 
Three mods actually, because I just realized my dumbass never added HAR as a required mod. Oops.
Λ  [author] 31 Jul, 2023 @ 7:32pm 
@MC_0 The two mods are, yes. Biotech is only required for the flamethrower, I believe it should still function without
MC_0 31 Jul, 2023 @ 7:25pm 
Are required files hard requirements?
Xeonzs 31 Jul, 2023 @ 6:38pm 
@FL4k I started a new playrhrough yesterday with 180 mods and my own custom scenario and they spawn correctly, it sounds to me like you have somekind of mod incompatibility.
Λ  [author] 31 Jul, 2023 @ 1:09pm 
@FL4k I'm not sure that I understand the question, sorry. The Batarians can be found either in the Blue Suns, their own slaver faction, or their starting scenario. The Vorcha only spawn in the Blood Pack faction, or their starting scenario.

The Blue Suns and Eclipse also have Humans in them, but have a chance of spawning other races. Maybe that's what you're encountering?
FL4k 31 Jul, 2023 @ 10:12am 
The two newly added races cannot be loaded in existing scenarios except for the newly added ones. Is this intentional? Even newly added factions do not include new races, and all are marked as ordinary people.

Did i do something wrong? or is there a point in making the new race not accessible outside of the new scenario?