RimWorld

RimWorld

ReSplice: Core
225 kommenttia
Kedaki 3 tuntia sitten 
I got some errors when i try to enable the mod. Don't know what might have gone wrong here
https://gist.github.com/Rafael2683/16270428b9e4c8d5d0c2c48a94c8fed3
Alc 14.7. klo 14.11 
Thank you! :2016watermelon:
Cruel Moose 14.7. klo 13.13 
Whats the purpose of the weaker gravship hull? It costs the same materials but has less HP?
Zoe, the Bad Wolf 14.7. klo 10.02 
@Helixien
Thank you for the upgrade!!!
gunns22 14.7. klo 8.12 
:steamthumbsup:
メラノCC 14.7. klo 6.59 
THANK YOU !!!!!!!!!!!!!!!!!!!!!! I LOVE U!!!!!!!!!!!!!!!!!!!!!!!!
Helixien  [tekijä] 14.7. klo 5.15 
This mod is now updated to 1.6, please report any bugs!
AlexanderHolliday 13.7. klo 8.21 
ReSplice will always be one of my fav mod series. Especially the Charmweavers. Thank you for this glorious creation! Ahhhhhhhhh!

Once ReSplice get's an update, and the vanilla expanded team finishes Vanilla Quests Expanded: Ancients my next adventures, WILL, BE, LEGENDARY! Your all beautiful! Your mods too! Will download again! Lexhexxers rule, and basic Bloodfeeders drool!

10/10~! And screw em` lantern heads, that are all like, "1.6 when?", "Can someone fork please?", "I need it now!". LET THEM COOK YOU FOOLS! AHAHAHAHAH! No one likes a half raw quiche, you put it back in the oven!

Really though, yours stuff is awesome, and your all golden. Thank you for so many, fun advetures. ^_^
gunns22 12.7. klo 6.52 
Automaattinen sisällöntarkistusjärjestelmä ei ole vielä ehtinyt tarkistaa kommenttia. Se piilotetaan, kunnes varmistamme, ettei siinä ole haitallista sisältöä (esim. linkkejä nettisivuille, jotka yrittävät kalastella tietoja).
Leosky 7.7. klo 14.59 
@Helixien I have integarted it in my modlist for the dlc release. Will it be updated directly or we will have to wait ?
Elgate 16.6. klo 1.15 
Greetings,

Just a heads up, someone has taken some part of your mod and re-uploaded it in their own mod. I'm not sure if it was approved or not. Sorry for the bother and have a wonderful rest of your day

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498605357
Helixien  [tekijä] 11.6. klo 9.17 
There will be no 1.6 update before the official release. Like always, "1.6 when" comments will be deleted and blocked.
BigGovernment 14.4. klo 7.17 
Do you have a list of what xenotypes are planned to be added?
StockSounds 8.4. klo 18.29 
@JazzimoX
Did you try swapping the load order? Sounds like it'd work.
JazzimoX 8.4. klo 8.52 
New xenogerm does not overwrite the void touched gene. Nice.
Also, Integrated Creep Joiners does not function properly with this mod as the new creep pawns are not given void genes, ergo they have no abilities.
JazzimoX 8.4. klo 7.58 
If I implant a xenogerm in a void touched colonist, will they lose the void touched gene?
Also, since ReSplice changes aspects of void touched to gene stuff, Better Void Touched and Improved Void Touched do not function properly with this mod.
低熵之体 3.4. klo 8.19 
@Helixien Thank you very much for all the efforts you have made for this mod, but I still have a question that bothers me: since there are already genes for "Fleshcrafted Tentacle" and "Fleshcrafted Whip" in the mod, will there be genes for "Fleshcrafted Stomach" and "Fleshcrafted Lung" in the future mod production plan? Thank you!:steamhappy:
[RTB] Sarianos 1.3. klo 2.24 
@Helixien Would you be willing to consider implementing the features of or providing permission for support from Leoltron's Gene Bank Indicators mod?
StockSounds 19.2. klo 20.10 
You almost had me disappointed that I couldn't add the Dark Archites in the editor before I saw the settings.
Look, matey, there's a reason for the Ignore Restrictions button, just saying. :mirosbird:
BigGovernment 10.2. klo 6.30 
Thanks for the quick response. Love your work!
Helixien  [tekijä] 10.2. klo 0.20 
Once VE medieval 2 is release the coder is free to tackle the list of bugs that’s needs fixing. Orcs will be in the update with the bug fixes.
BigGovernment 9.2. klo 18.16 
@Helixien when did you plan on adding the minor xenotypes (orc, etc)?
B.I.G German Guy 9.2. klo 6.41 
i cant add the genes in the prepare carefully menu
Clearwater 8.1. klo 17.15 
Gene vaults are causing issues for me - cannot load the inspection panel, throws a NullReferenceException, object reference not set to an instance.
I have Gene Extractor Weights mod installed, I'm wondering if that is the case
Eclair 4.1. klo 20.12 
Shape flesh gene was normally extracted by gene extractor. wtf.
Onikage-056, God of Animatronics 20.12.2024 klo 9.11 
@HighKingRoku
Dark Archite Genes never show in the xenotype editor. They can only be obtained reliably by harvesting them from a pawn that already has them, usually a hostile cultist.
HighKingRoku 8.12.2024 klo 19.33 
For some reason the Dark Archite genes aren't showing up in the Xenotype editor.
Sailor Christy 1.12.2024 klo 10.53 
I'm not sure if the mod is causing it, but I can't do a Philophagy (base Anomaly DLC) ritual. It says I don't have the research completed even though it's complete at 30/30. Can I turn off the Anomaly mod options and just keep Biotech?
NastyMoose 20.10.2024 klo 9.42 
more darkarchite?
ItsKairoKay 3.10.2024 klo 8.53 
rule 1 of rimworld ideology dlc, never never ever have your ideology be racist towards other xenotypes
MrUglyFace 2.10.2024 klo 14.10 
I figured it out. It’s not letting me because I have preferred xenotypes, which is super annoying because they don’t change the xenotype. It’d be nice if this was changed, because not being able to inject them because of xenotypes preferences that don’t change is dumb
MrUglyFace 2.10.2024 klo 13.04 
I can’t inject voidspikes, it says ideology forbids, but nothing in my ideology should be forbidding it. I do not have flesh purity meme
Taylor7500 10.9.2024 klo 11.31 
Are creepy joiners meant to have the gene of their particular bonus? If so, mine aren't. I'm getting creepy joiners of all sorts of xenotypes (mostly big and small, one VRE wolfman) but none of them have the gene.
LouIdZarcs 9.9.2024 klo 11.01 
conflict with "[BT] EyeGenes2 | Base" and "Big and Small - Genes & More" two mod for error "Void touched"
[JdG] Pejman 8.9.2024 klo 12.52 
this mod does changes to the voidtouched heddif which may break other mods referencing the hediff
Yekaterinnani 5.9.2024 klo 13.21 
Hi, there is a problem with a patch of "Void touched"

Log: https://gist.github.com/HugsLibRecordKeeper/39cca247c3eb10b8cbf3e95fe4e3bb65
Myphicbowser 4.9.2024 klo 22.13 
@Wreive There is, its in the mod settings
Wreive 4.9.2024 klo 18.45 
Is there a way to make the creep genes (like psychic slaughter) show up in the xenotype editor?
Naraxa 23.8.2024 klo 9.54 
Now that VRE Insectors is out, have you considered adding your own geneline evolutions and degrades to their geneline evolution system? Or are your priorities elsewhere currently?
Jack Niggleson 17.8.2024 klo 16.02 
I don't know if this is intended, but the dark archite genes being xenogenes and not endogenes will add them to the list of genes that a sanguophage implants if they get one (instead of overriding them), e.g. if you use a sanguophage for the void touched ending that sanguophage can now confer the void touched gene on all your other colonists (albeit slowly) by implanting them. You can actually collect all the dark archite genes in one sanguophage with zero biotech machinery involved, just by implanting successive creepjoiners until the last implantee in the genetic circlejerk winds up with every dark archite power.
AJarOfDirt 12.8.2024 klo 22.01 
Why do the sliders in the options menu not use whole numbers?!
NastyMoose 10.8.2024 klo 21.54 
will this be updated
evilskull 10.8.2024 klo 10.07 
i have noticed a problem with the biotech cloning mod and incompatibilities
永恒常量 10.8.2024 klo 4.37 
Can you make it compatible to Gene Bank Indicators?This mod allows the indicator light on the gene bank to reflect the inventory level
Sm4Ck 31.7.2024 klo 8.50 
I managed to get Shape Flesh form trader it was in genepack with 2 other vanilla genes. Is it a bug? because according to the description they should only be available to get by Archite Harvast ritual from a pawn that has them.
性感蛤P在线打枪 30.7.2024 klo 14.19 
Great work for the mod, but wondering if the patches for Voidtouched HediffDef are necessary.
Patches remove status, ability, hair color and grey eyes lines from HediffDef, and move them into GeneDef, making some of these details showed in gene info. However, these patch operations will cause conflicts with other mods trying to deal with original Anomaly Voidtouched HediffDef, such as Simple Texture Tweaks which removes grey eye texture by replacing renderNodeProperties.
Tested by disabling Anomaly-Basic.xml Voidtouched lines and removing duplicated lines in Hediffs_Various_Anomaly.xml, things work fine except those status won't show up in gene info. So, when there is an additional line tells that Voidtouched Hediff would be added by the gene, it might be better to leave original Voidtouched HediffDef alone there, to avoid conflict problems.
Octo Wiz 26.7.2024 klo 11.21 
Is there any fix to the xenogerm duplicator sucking up all the archite capsules and not counting them towards your inventory? I don't see a way to get them out of it either without deconstructing it.
Zaire82 15.7.2024 klo 1.08 
Have to say, lost opportunity to call dark archite "Darchite" instead.
I'm blind as ♥♥♥♥ 5.7.2024 klo 21.39 
Weird interaction but last time i tried to extract a dark archite the ritual kept getting canceled saying i had not enough shards, when the pawn in question had more than enough (3 in hand and 3 on the floor from a previous attempt)
TheBronzeWarrior 4.7.2024 klo 10.18 
@Macky theres an Eject Contents button in the vanilla game