RimWorld

RimWorld

Det's Xenotypes - Venators
101 Comments
DetVisor  [author] 12 Jul @ 2:00am 
Yes. As I said under another mod I plan to update everything.
ACELESTKEY 11 Jul @ 7:40pm 
Are there plans for 1.6? Your Xenos are amazing
sewnutty 3 Jul @ 6:53pm 
Wait the midgets of Guild Wars 2 and Predators had a child race.
God help us all....
10/10 with a splash of gorewine.
BestNameExisting 29 Jun @ 9:31am 
Also, the venom description mentions it being from specifically venator, even though it can come from other xenotypes.
BestNameExisting 29 Jun @ 9:28am 
I like the mod but like others have said the toxin-bite is insanely OP and should probably have diminishing results for larger body sizes and not lockout others from their actions, like a enemy attacking or particular Anomaly entities doing special actions
Wemijei 22 May @ 7:11pm 
Can toxin bite anger allies if used on them? I'm using this mod on multiplayer and I don't want this cheese method to be available. Ability itself doesn't seem to be listed on Rimmsqol
Benetrator - Beton 20 Apr @ 11:18am 
Have you thought about maybe adding a body size threshold to the toxin bite? Maybe something like anything with body size > 1.5 only gets a movement debuff? I know that tiny snakes can knock out humans but being able to paralyze a thrumbo is kind of OP from my perspective
Realm Imp 17 Apr @ 10:06am 
basically predators right? pretty cool
RedGlobe 6 Apr @ 1:53pm 
Glad I could be of help! =)
DetVisor  [author] 6 Apr @ 9:55am 
Ah, well thank you for finding that out, as you said it yourself without the game throwing an error it's basically impossible to see something like that.
RedGlobe 6 Apr @ 8:51am 
Oh and there is a small typo in the item description of the Precision longrifle:

A "n\n\" instead of "\n\n" ;-)
RedGlobe 6 Apr @ 8:42am 
Now I don't know the reason for why the quality node is explicitly put inside the XML (since the def inherits said feature), but removing it solved the "anomaly" for me. Neither can I say whether it is a incompatability with another mod or not. Yet this is the very first time I have seen something like this.

And since no error or warning is being thrown (I checked that!) there is no log to check for. Apparently the game logic becomes confused which value to use in certain circumstances. Thus this thorough explanation.

Maybe you want to have a look at it.

Either way: really like your xenotype series! Fits in quite nicely. =)
RedGlobe 6 Apr @ 8:42am 
@DetVisor I accidentally stumbled across a possible mistake/anomaly with the Precision longrifle.

From a quest I recieved a masterwork version (so far all is well). Item arriving is of "Masterwork" quality. Then a hauler picks it up and hauls it to a stockpile. Now the rifle changed to "Normal" quality. After a close inspection I realized that it has two distinct quality values. One is set to "Masterwork" and the other is set to "Normal". Apparently when the item gets moved around the "effective" (lacking a more apropriate word here) quality gets set to the second quality value (which is "Normal" in this case).

Wondering how it came to pass that it has two distinct quality values I checked the XML and found the culprit of the issue.

This child node of the "<comps>" node:

<li>
<compClass>CompQuality</compClass>
</li>

After removing the child node the item only has one quality value, which persists on moving the item around.
Montu 18 Dec, 2024 @ 7:23pm 
I like this a lot, however the paralyzing fangs is definitely OP. I would recommend adding a longer cooldown to use it, like days or weeks even. It'd still be OP but it would at least make it much more strategic to use instead of just using it whenever you want
Zofrah 15 Dec, 2024 @ 5:14am 
lol, why paralizyng bite working on revenant? this instakills him.
DetVisor  [author] 8 Aug, 2024 @ 3:09am 
They don't, for balancing reasons and because RimWorld AI is too dumb to utilize it properly.
Arthur GC 7 Aug, 2024 @ 3:09pm 
Can enemies/allies use abilities such as Toxinbite?
toetruckthetrain 7 Jul, 2024 @ 12:29am 
they look like kenshi shek tbh
DetVisor  [author] 22 Jun, 2024 @ 5:18am 
It shouldn't be making impossible to hit anything, no, you might have another mod that changes how the stat works. The debuff isn't extreme.
Matstar 22 Jun, 2024 @ 4:19am 
The farsighted gene doesn't just disadvantage you in melee, it makes it impossible to hit anything.
Is this the intended behavior?
Even if the pawn reaches a melee skill 20, even this is useless.
Average Genestealer 28 May, 2024 @ 11:21am 
The mask looks awesome! Looking forward to trying a spacer Venator run.
DetVisor  [author] 16 May, 2024 @ 9:50am 
Fixed Hunter visage research prereq.
give me games on GoG 29 Apr, 2024 @ 3:54pm 
10/10 mod well balanced and fine piece of art and lore
GenericActName 27 Apr, 2024 @ 6:33pm 
haha shek
krn̈vr 24 Apr, 2024 @ 5:30am 
shek
DetVisor  [author] 14 Apr, 2024 @ 10:44pm 
It should be craftable at a fabrication bench, if not it'll be fixed soon.
kintyj1324 14 Apr, 2024 @ 8:51pm 
Can you craft the visage? Whats the best way to get them?
DetVisor  [author] 8 Apr, 2024 @ 1:53pm 
Fixed the issue.
Inglix 4 Apr, 2024 @ 4:43am 
Yeah I'm not too worried about these, just figured I'd report them before I remove the offending lines from my downloaded copy of the mods.
DetVisor  [author] 3 Apr, 2024 @ 11:20pm 
They're just minor things that have been removed from apparel in 1.5, not the scary kind of red errors. You can still play for now just don't make the apparel until they're fixed.
DetVisor  [author] 3 Apr, 2024 @ 11:18pm 
I'll fix those soon.
Inglix 3 Apr, 2024 @ 7:58pm 
Also getting errors similar to Ribera when loading this in 1.5.

https://gist.github.com/HugsLibRecordKeeper/16d009da55abef0e3c239662ec8d1e8f
Ribera 30 Mar, 2024 @ 2:54am 
DetVisor  [author] 29 Mar, 2024 @ 2:18pm 
Xenotype tweaked, they now have strong stomach and have less resistance to colder temps.
DetVisor  [author] 29 Mar, 2024 @ 6:11am 
You're right, I was under the impression that Robust Digestion prevented food poisoning but for some reason it doesn't (good game design Tynan), I'll add the gene soon.
ωαяѕєєкєя 28 Mar, 2024 @ 5:34pm 
Venators need "Strong stomach" or some new gene because eating raw meat still give them food poisoning. Robust digestion doesn't stop food poisoning for raw food. So the thing they're meant to be eating, since they have robust stomach and cant realistically cook food with the awful cooking gene, will give them food poisoning.
Jakkariah 26 Mar, 2024 @ 7:40pm 
How does one make a Hunter's Visage?
st4rg1rl 25 Mar, 2024 @ 8:41am 
shek
Cat Kraken 24 Mar, 2024 @ 9:25pm 
adding on to the predator theme, it would be cool if they got some more gear similarly themed
DetVisor  [author] 24 Mar, 2024 @ 3:39pm 
Updated for 1.5.
rainbowwilliam 24 Mar, 2024 @ 1:37am 
the hunters visage mask reminds me of the predator mask from the movie
Durandal 22 Mar, 2024 @ 2:11pm 
@Victor then don't use it???
Victor 16 Feb, 2024 @ 5:12am 
The paralyzing ability is too overpowered in my opinion, it's basically an insta-kill for free.
»SoD« Thekillergreece 12 Feb, 2024 @ 11:17am 
Hey, any plans for CE patch? Not too sure what issues this mod may cause if not patched (aka balance).
PremierVader 11 Feb, 2024 @ 5:19am 
Many thanks for the optimization update!
Aratfal 9 Feb, 2024 @ 1:56am 
Hey, I see you have some other planned xenotype, just a loose suggestion, but I was thinking about the idea of a bat-human, I mean blind without eyes, big ears, some echolocation mechanics and perfectly adapted to caves. Not like dirtmole good at minig but more about living in darknees using echolocation and eating insect and fungus.
DetVisor  [author] 5 Feb, 2024 @ 9:49am 
Optimization update.
Notoliv 5 Feb, 2024 @ 5:13am 
shek-like behavior
DetVisor  [author] 4 Feb, 2024 @ 5:39am 
Update released, added a debuff moodlet to people that are paralyzed by Venators, raised the cooldown of the ability as well, also add the Hunter's Visage.
DetVisor  [author] 4 Feb, 2024 @ 3:55am 
Understood, I will balance it a bit more by adding a debuff moodlet to pawns that are paralyzed, and I'll raise the cooldown.