RimWorld

RimWorld

Forsakens Biotech Edition
79 kommentarer
Cpt. Blood 11. feb. kl. 6:35 
о7
TurtleShroom 30. jan. kl. 11:40 
Why does this Mod need to be loaded BEFORE the Dog Said Mod?
AtlasTheReaper 5. jan. kl. 18:44 
o7
FelipeGames2000 28. nov. 2024 kl. 14:31 
o7
Major_Quadrangle  [ophavsmand] 10. nov. 2024 kl. 16:48 
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 kl. 16:37 
amazing ^^ please update us for more news^^
Major_Quadrangle  [ophavsmand] 10. nov. 2024 kl. 16:22 
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 kl. 14:48 
when is sarg bjornson taking over? :D
DOCTOR CROW 4. nov. 2024 kl. 23:14 
@major that’s sounds great! :D i can’t wait! :D
Major_Quadrangle  [ophavsmand] 4. nov. 2024 kl. 14:50 
@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 kl. 14:32 
so this mod is already in alpha genes?
Major_Quadrangle  [ophavsmand] 4. nov. 2024 kl. 5:48 
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 kl. 15:58 
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  [ophavsmand] 1. nov. 2024 kl. 16:56 
@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 kl. 8:43 
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  [ophavsmand] 1. nov. 2024 kl. 8:04 
@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. okt. 2024 kl. 12:09 
and style would be nice for buildings
DOCTOR CROW 31. okt. 2024 kl. 12:08 
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  [ophavsmand] 30. okt. 2024 kl. 3:11 
@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  [ophavsmand] 30. okt. 2024 kl. 3:06 
@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. okt. 2024 kl. 9:16 
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. okt. 2024 kl. 23:17 
Eh, at this point I'm a public figure... It's Sarg#4958. I'm on the main RW discord
Major_Quadrangle  [ophavsmand] 25. okt. 2024 kl. 23:13 
@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. okt. 2024 kl. 23:08 
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  [ophavsmand] 25. okt. 2024 kl. 23:06 
@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. okt. 2024 kl. 22:58 
"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. okt. 2024 kl. 4:39 
I guess this might be the case
Major_Quadrangle  [ophavsmand] 12. okt. 2024 kl. 21:26 
@[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. okt. 2024 kl. 16:06 
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  [ophavsmand] 8. okt. 2024 kl. 13:38 
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  [ophavsmand] 7. okt. 2024 kl. 17:57 
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  [ophavsmand] 30. sep. 2024 kl. 12:45 
@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 kl. 19:07 
will you be making this CE compatible, the original mod had CE values iirc
Major_Quadrangle  [ophavsmand] 25. aug. 2024 kl. 15:00 
New update should fix 1.4 compatibility.
Major_Quadrangle  [ophavsmand] 24. juni 2024 kl. 10:09 
@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. juni 2024 kl. 7:42 
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. juni 2024 kl. 9:15 
👍
Major_Quadrangle  [ophavsmand] 21. juni 2024 kl. 8:27 
This mod is now updated for 1.5. Enjoy.
Major_Quadrangle  [ophavsmand] 19. juni 2024 kl. 8:59 
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  [ophavsmand] 18. juni 2024 kl. 2:34 
@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. juni 2024 kl. 16:39 
1.5:steamhappy:
Korf 3. juni 2024 kl. 6:46 
Будь ласка, потрібна обнова на 1.5, дуже подобається це мод.
Dexda/Turle/Arthus 21. maj 2024 kl. 13:39 
Love the mod but NEEDS a update.
希望皮收藏家朱元璋 10. maj 2024 kl. 19:43 
need update plz
5. maj 2024 kl. 10:43 
1.5
LordDeTracy 2. maj 2024 kl. 23:23 
it would be badass to see this updated to make the Forsaken listed as Anomalies.
Major_Quadrangle  [ophavsmand] 30. apr. 2024 kl. 10:37 
@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 kl. 1:20 
Heyo any idea if this version of the mod works in 1.5?
Scorpio 20. apr. 2024 kl. 9:03 
Kikohi left moding scene guess this is official