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Any chance of a 1.6 update happening without pphhyy?
If you (or someone else reading this) could make a compatibility patch that makes Fish Tail or Swift Swim or some new gene immune to getting knocked over by moving water in this mod, and also make it so that the Merren appearance will only happen if the person is downed AND injured, I'd be very grateful.
But of course I recognize this is a hyper-specific ask so I expect nothing in particular.
Please ask Goji, Arquebus, SirVan, Phy, DandMan, dendroid101 and visandar to add one.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
VanillaPsycastsExpanded.UI.PsycastsUIUtility:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
everyone have default focus water instead of artistic.
so i can't get bonus from sculpture.
and water focus only get bonus from hydroponics basin and watermill generator.
Rivers,oceans and any water tiles can't get bonus.
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
at Verse.PawnRenderTree.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
- POSTFIX rimworld.erdelf.alien_race.main: Void AlienRace.AlienRenderTreePatches:PawnRenderTreeEnsureInitializedPostfix(PawnRenderTree __instance)
at Verse.PawnRenderer.RenderCache (Verse.Rot4 rotation, System.Single angle, UnityEngine.Vector3 positionOffset, System.Boolean renderHead, System.Boolean portrait, System.Boolean renderHeadgear, System.Boolean renderClothes, System.Collections.Generic.IReadOnlyDictionary`2[TKey,TValue] overrideApparelColor, System.Nullable`1[T] overrideHairColor, System.Boolean stylingStation) [0x0018f] in <69945a8ed6c540cf90b578de735e0605>:0
at StagzMerfolk.PawnRenderNode_Fishtail.GraphicFor (Verse.Pawn pawn) [0x00073] in <4177c2dc42644cabb7356f1e8b684419>:0
at Verse.PawnRenderNode+<GraphicsFor>d__67.MoveNext () [0x00031] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureMaterialsInitialized () [0x0003b] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00036] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00091] in <69945a8ed6c540cf90b578de735e0605>:0
Exception in Verse.PawnRenderer.RenderCache: System.ArgumentNullException: Value cannot be null.
Parameter name: key
[Ref 68A78B11]
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ModContentHolder`1[T].Get (System.String path) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.ContentFinder`1[T].Get (System.String itemPath, System.Boolean reportFailure) [0x0004d] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Graphic_Multi.Init (Verse.GraphicRequest req) [0x0011f] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.GraphicDatabase.GetInner[T] (Verse.GraphicRequest req) [0x000a5] in <69945a8ed6c540cf90b578de735e0605>:0
Unfortunately I won't be able to consider water psycast because this mod is finished and psycast is just a completely new scope that will take a lot of time and money.
@SaltyCrab
Yes, this is still happening. In fact the snail race is complete and playable. I just want to release the two race together because there is a heavy emphasis on their syncretic living,
@Vartarhoz I purposely avoid strong stomach - imagine if a mermaid eat puffer fish they'd still get posioned. I could understand where you are coming from though! Maybe you could just dev mode it?
@twopennydoodle It's an honour for my race to be added! I already have Portraits of Rim and am excited to see them in my next play through properly
This are still on the works? or nah? just curious
One unsure if this has been suggested but thermobaths being used to increase hydration
A vanilla psycasts expanded water based psycasts could also be interesting for the Abyssal merren
log: https://gist.github.com/HugsLibRecordKeeper/9a2efa99431ca91d5556c8f6df07eca2
Also, 10/10 thumbnail, would be charmed by again.
As for new xenotype, I have another mod featuring a whimsical mushroom race along side their snail companion. It is based on syncretic evolution and I have been working on them from 2022...
The centaur mod is a great idea, I'll consider it but the biggest obstacle would be the visual and genes for the cervine body. Non-vanilla body part is always a pain to add..which is a hard lesson I learn from merren fish tail..
One thing I found odd: The merren I got had the Body Modder trait, and the fish tail counts as two body mods (since it affects both legs), giving her a permanent +4 mood boost. I guess you could say because she's a Xenotype, that counts as a body mod, though.
Oh, maybe something with centaurs? I've seen centaurs for HAR, but the only biotech centaur mod I've seen thus far is the Bagi faction, and that's more a generic monster girl thing. Very generic, and still hasn't been translated from Korean yet.
Yes. They still counts as human game logic wise, just a special xenotype. The inherency of genes follows vanilla behaviour. That is to say, If you don't have mods interfere with the process, the child is not guaranteed to get specific gene such as fish tail therefore might not look like a mer people.
Possibly..I didn't add a faction because I use a bunch of xenotype mods myself and many of them try to add new factions, which gave me headaches during world gen. Therefore I purposely left it out when I commissioned the mod. If I have to add faction it won't be quick so for now I recommend using Xenotype Spawn Control (I'm planning to add backstories, water pathing and other bugfix all together with next update)
@Cruel Moose
I've noted that done. I think it is caused by 1.5 update because the base game also disables berserk pulse alike on non-violent pawns now. Will try to fix it with next update