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Not just yet, but will be VERY soon. And I am very excited for the additional forsaken content that Sarg has been showing me.
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.
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.
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.
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.
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?
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?
Wait, you did???
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.
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.
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.
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.