RimWorld

RimWorld

Forsakens Biotech Edition
79 Comments
Cpt. Blood 11 Feb @ 6:35am 
о7
TurtleShroom 30 Jan @ 11:40am 
Why does this Mod need to be loaded BEFORE the Dog Said Mod?
AtlasTheReaper 5 Jan @ 6:44pm 
o7
FelipeGames2000 28 Nov, 2024 @ 2:31pm 
o7
Major_Quadrangle  [author] 10 Nov, 2024 @ 4:48pm 
This particular mod will not be updated again, and there is not much more news to tell. The forsaken are now in Sarg's much more capable hands and any updates related to them will be his responsibility, not mine. But keep an eye out for a new mod that we hope to release soon that will re-add the faction from this mod, but modified to use the alpha genes version of the forsaken instead.
DOCTOR CROW 10 Nov, 2024 @ 4:37pm 
amazing ^^ please update us for more news^^
Major_Quadrangle  [author] 10 Nov, 2024 @ 4:22pm 
He already has, actually. Most of this mod is now inside Alpha Genes, and he has given them a few new features too. They will have names from the forsaken name list now, there is a sweet looking forge where they build their stuff at, they are even more adapted to living in forsaken crags than they were before, they can instantly tame nightlings if you have alpha animals installed, and their plants and equipment are locked to pawns with their genes now.
DOCTOR CROW 10 Nov, 2024 @ 2:48pm 
when is sarg bjornson taking over? :D
DOCTOR CROW 4 Nov, 2024 @ 11:14pm 
@major that’s sounds great! :D i can’t wait! :D
Major_Quadrangle  [author] 4 Nov, 2024 @ 2:50pm 
@DOCTOR CROW
Not just yet, but will be VERY soon. And I am very excited for the additional forsaken content that Sarg has been showing me.
DOCTOR CROW 4 Nov, 2024 @ 2:32pm 
so this mod is already in alpha genes?
Major_Quadrangle  [author] 4 Nov, 2024 @ 5:48am 
I doubt too many of you will see this before the change is made, but please see the top of the description for a very important announcement.
DOCTOR CROW 3 Nov, 2024 @ 3:58pm 
in the game folder u mean? im not very good with such tinckering of files i usally just end up messing it all up :(
Major_Quadrangle  [author] 1 Nov, 2024 @ 4:56pm 
@DOCTOR CROW
You might be misunderstanding me here. I'm not saying to modify your own colonists to have genes that the forsakens do not have, I am saying that you can open the mod folder, then open the 1.5 folder, then Defs folder, then GeneDefs folder, and finally open the GeneDefs.xml file using notepad, or any text editor you wish. Then change the stuff inside the <statFactors> section. For example, the forsaken body gene has <IncomingDamageFactor>1.25</IncomingDamageFactor>, but if you change that to 0.25 instead, ALL forsakens in the game would only take 25% damage instead of 125%. You can also add entirely new effects if you want, which you can find by copying them from other genes from other mods or even biotech itself. Also, if you insert:
<disablesNeeds>
<li>Rest</li>
</disablesNeeds>
into one of those gene defs, all forsakens will not need to sleep. You can customize the mod to your own liking.
DOCTOR CROW 1 Nov, 2024 @ 8:43am 
thats awsome :D cant wait for the style update! making the genes myself dosent make the same exitment than have the entire race on a god level :/
Major_Quadrangle  [author] 1 Nov, 2024 @ 8:04am 
@DOCTOR CROW
Don't get me wrong, I'm huge fans of them too, but they aren't god level beings. They are perhaps a bit on the overpowered side, but they have always had balanced stats. Again, you can edit their genes and add those features yourself.
Funny you mention making a style for buildings tho, I recently began the process of doing exactly that. I don't know when it will be ready, but it is a thing that is happening.
DOCTOR CROW 31 Oct, 2024 @ 12:09pm 
and style would be nice for buildings
DOCTOR CROW 31 Oct, 2024 @ 12:08pm 
i meant like immunity and like immortal too age and being godlike with like no need for sleep and like better than xenos since this is litterly a god level being.
Major_Quadrangle  [author] 30 Oct, 2024 @ 3:11am 
@DOCTOR CROW
Making an almost unkillable race is not balanced for the purposes of most users, and you should keep in mind that the members of the AI forsaken faction that is hostile by default would gain whatever benefits given the forsaken race too, so I won't add the option myself. But if you really want to and if you have the know how, you are free copy the mod folder from your workshop folder (it would be located inside of steamapps\workshop\content\294100 and 3100999057 is the mod, its named after the workshop ID). Then paste the files into RimWorld\Mods and then edit the def files for the genes or armor or whatever you like.. Afterwards, make sure to select the local copy of the mod instead of the steam copy of the mod, as the mod manager will have both available. Doing this ensures that any changes you make won't be overridden by steam.
Major_Quadrangle  [author] 30 Oct, 2024 @ 3:06am 
@DOCTOR CROW
The mod is presented as an almost exact copy of the HAR versions of the Forsakens mod. The racial stats and armors have almost exactly the same stats as they did in those versions. Also, materials don't show up very well when the armor is almost entirely black to begin with. As for the eye thing, I believe that is vanilla behavior that I have no control over.
DOCTOR CROW 29 Oct, 2024 @ 9:16am 
could u add settings too the mod that we are able too choose what material too make the clothes and armor and make the forsaken more powerful like almost unkillable.
Sarg Bjornson 25 Oct, 2024 @ 11:17pm 
Eh, at this point I'm a public figure... It's Sarg#4958. I'm on the main RW discord
Major_Quadrangle  [author] 25 Oct, 2024 @ 11:13pm 
@Sarg Bjornson
I do use discord, is there a particular server you would like for me to join, or should we temporarily friend one another here on steam long enough for you to PM me your info?
Sarg Bjornson 25 Oct, 2024 @ 11:08pm 
I missed it yeah XDD Sure, I'd be open to it! If you use discord it's the best way to coordinate things
Major_Quadrangle  [author] 25 Oct, 2024 @ 11:06pm 
@Sarg Bjornson
Page 39 of the suggestions discussion in alpha genes. In the first post I simply asked if it would be possible to recreate the forsakens in the alpha genes mod, second post I acknowledged that doing that would require more work than simply porting it, and since it wasn't fair of me to expect other people to do that work, I decided to to do it myself. I also said in that second post that I would show you my work if you were interested, but I never got a response. I therefore assumed that you either missed it, or decided I was blowing smoke out my tail.
But... Now that I know that you have seen this, do you wish to reconsider the idea?
Sarg Bjornson 25 Oct, 2024 @ 10:58pm 
"I actually tried to ask Sarg if he wanted to merge this mod with alpha genes before I ever even published it, but I got no answer. I would still be open to doing so. "

Wait, you did???
[JdG] Pejman 13 Oct, 2024 @ 4:39am 
I guess this might be the case
Major_Quadrangle  [author] 12 Oct, 2024 @ 9:26pm 
@[JdG] Pejman
Are you also using Alpha Biomes? If you have that mod, the Forsaken faction is changed to generate only in the forsaken crag biome. It occurs to me that this could cause errors if your world doesn't have any forsaken crags for them to generate in. Which could possibly happen if you generate only a small percentage of the planet, or if you have so many biome mods installed that the forsaken crags are getting choked out, or especially if you have tweaked the planet settings to the point where it is too wet/cold for forsaken crag biomes to spawn.
[JdG] Pejman 12 Oct, 2024 @ 4:06pm 
I get errors regarding faction generation, am I the only one in this case (basically no base are generated for them, I run a lot of mods though so it could be a conflic issue)
Major_Quadrangle  [author] 8 Oct, 2024 @ 1:38pm 
New update. Main visible feature is that gamma plants have been altered to emit darklight. Giant stikehrs and wild ragadasts still emit normal light, so this results in the forsaken crag biome having a mix of yellow and blue lights. Also, the giant Gamma tree emits darklight powerful enough to grow crops. I don't know if this has any functional advantage, but it does improve the look of the biome in our opinion.

We did find the old CE patch and will try to port it to this mod in a future update, but CE compatibility is not in the mod just yet.
Matsay  [author] 7 Oct, 2024 @ 5:57pm 
Don't use CE either so I wouldn't have an idea of what/how to patch it. As far as I understand compat patches are usually done on their end rather than on ours? Again I don't use it so I have no idea.
That being said I've put a link to my github at the end of the page, if anyone is up to issue a PR with a working patch I'll gladly merge it ; won't be able to really test/maintain it tho.
Major_Quadrangle  [author] 30 Sep, 2024 @ 12:45pm 
@A Modest Espeon
I don't use CE. I made this mod by making changes to the original mod and removing sections that needed to be removed, but I am pretty sure that I never saw anything to do with a CE patch, which means that the patch probably existed on their end, not mine. If so, then the patch would not recognize this as the same mod because it has a different ID than the original one. Matsay is wanting to push a new update to this mod already, so maybe I can take the time to also try to find out of there is a CE patch somewhere that can be stuck in there too since it shouldn't matter which mod includes the patch, but it might take a few days as I am very busy.
A Modest Espeon 29 Sep, 2024 @ 7:07pm 
will you be making this CE compatible, the original mod had CE values iirc
Major_Quadrangle  [author] 25 Aug, 2024 @ 3:00pm 
New update should fix 1.4 compatibility.
Major_Quadrangle  [author] 24 Jun, 2024 @ 10:09am 
@Schmeeda I actually tried to ask Sarg if he wanted to merge this mod with alpha genes before I ever even published it, but I got no answer. I would still be open to doing so.
Schmeeda 24 Jun, 2024 @ 7:42am 
Chad modder, appreciate the work you put in! So great to have the Forsaken back, I'm surprised Alpha haven't just rolled your patch into the official version
Fenchel-Honig 21 Jun, 2024 @ 9:15am 
👍
Major_Quadrangle  [author] 21 Jun, 2024 @ 8:27am 
This mod is now updated for 1.5. Enjoy.
Major_Quadrangle  [author] 19 Jun, 2024 @ 8:59am 
Matsay has presented me with a version of the mod updated for 1.5, and better yet, it should have a working assembly file, which means that certain removed features will be able to make a comeback in the update, which should be coming soon.
Matsay  [author] 18 Jun, 2024 @ 2:34am 
@Major_Quadrangle I've started updating the mod to 1.5, I'd like to reach out to you before sending anything on the workshop.
Vensario 9 Jun, 2024 @ 4:39pm 
1.5:steamhappy:
Korf 3 Jun, 2024 @ 6:46am 
Будь ласка, потрібна обнова на 1.5, дуже подобається це мод.
Dexda/Turle/Arthus 21 May, 2024 @ 1:39pm 
Love the mod but NEEDS a update.
希望皮收藏家朱元璋 10 May, 2024 @ 7:43pm 
need update plz
5 May, 2024 @ 10:43am 
1.5
LordDeTracy 2 May, 2024 @ 11:23pm 
it would be badass to see this updated to make the Forsaken listed as Anomalies.
Major_Quadrangle  [author] 30 Apr, 2024 @ 10:37am 
@Virtuous I haven't tried it myself, as I am busy with other games at the moment. I haven't had anybody complain about it not working yet though. Let me know if you get any errors. I will try to make time to bump the version number if everything is indeed working.
Virtuous 29 Apr, 2024 @ 1:20am 
Heyo any idea if this version of the mod works in 1.5?
Scorpio 20 Apr, 2024 @ 9:03am 
Kikohi left moding scene guess this is official