RimWorld

RimWorld

[RAZ] Mal0 Race
87 Comments
Warpstoned 1 Jul @ 9:17am 
I misunderstood my friends, only the anomalies spawned by the endgame died lol. My Mal0s were safe and sound
Rancher of Slimes 25 Jun @ 1:23pm 
Can you add male Mal0s? The original scp can be both male or female. I want to make a base made up entirely of just Mal0s.
SadPlastic 21 Jun @ 11:07pm 
*seeing 3rd 5th image

*aggressively pushed subscribe button
razar1  [author] 19 Jun @ 8:10pm 
@Cafe_Stranding The summoning ritual is started at the Anomaly Psychic ritual spot. It requires there to be a comm unit in storage and for there to be a sufficiently connected pawn in order to start it.

Pawns will gather at the ritual spot with the comm unit and perform the summoning.
Cafe_Stranding 19 Jun @ 9:38am 
no, i meant summoning the Mal0 itself through the Com Unit. there was no option, but to destroy it
razar1  [author] 18 Jun @ 6:37pm 
@Cafe_Stranding the summon ritual is unlocked via an anomaly technology you have to research.
Warpstoned 18 Jun @ 10:47am 
@razar1 Ah, I see. If something happens anyway, I'll keep you posted.
Kaiser 18 Jun @ 7:21am 
I did not get any errors for the Mal0 pack, no, but I'm 90% percent sure it was this one
Cafe_Stranding 18 Jun @ 12:57am 
And i have checked through Characte Editor, i can see Mal0, i don't have any performance mods active, so i have no clue
Cafe_Stranding 18 Jun @ 12:46am 
Hello, i've had an issue, where i couldn't get the summoning ritual for some reason.
It says that i've completed the study, but there is no option to "summon" or do anything related for the affected pawn... am i doing something wrong?
razar1  [author] 17 Jun @ 9:55pm 
Hard to say... I've never encountered an issue where only clothed pawns would become invisible. Do you get any errors in your logs?
Kaiser 17 Jun @ 8:30pm 
Could you give me an idea of what kinda of mods might be interfering with this one? I'd love to get my Mal0s back in game
razar1  [author] 17 Jun @ 2:28pm 
hmm. I've not tested that case, but I don't think the Mal0 would be killed since they are an 'alien race' instead of an anomaly entity,
Warpstoned 17 Jun @ 12:14pm 
Hi, quick question: I've heard from friends that if you complete the Anomaly Questline by destroying the Monolith, any captured entities will die. Does this happen to the Mal0s too? I'd hate to lose the two I have lol
razar1  [author] 16 Jun @ 12:22pm 
Strange. Wonder if there is an incompatibility with another mod or something. Just went back to 1.5 with a minimal modlist (all DLC + HAR + Mal0) and I don't see any invisible pawns during raids.
Kaiser 16 Jun @ 11:01am 
I am not playing on 1.6, I'm staying on 1.5 to make sure my modlist still works, I can't figure out why this one makes clothed pawns invisible
razar1  [author] 16 Jun @ 8:27am 
Ah, you have to use the Dev Version of HAR if you are running on 1.6

The regular version is not updated to 1.6 yet.

@jastrongames if you don't have a pawn with a 'connection', it should just randomly choose one, assuming they have the capacity to manipulate the comms unit,
Kaiser 15 Jun @ 2:17pm 
Apologies, don't mean to sound hostile
Kaiser 15 Jun @ 2:17pm 
I only removed this mod, and it fixed the problem. This mod also updated just before I started that play session. Could be a compatability error. I am not running the dev version of HAR as I want to keep using the rest of my modlist.
jastrongames 15 Jun @ 3:46am 
so... how do i get a pawn to form a connection to the comms unit required to get the Mal0 pawn?
razar1  [author] 14 Jun @ 12:16pm 
Strange. I don't see that issue at all. Just tried spawning a bunch of raids and none of the pawns were invisible.
Kaiser 14 Jun @ 11:10am 
This mod has been causing all newly spawned pawns (Raiders and colonists gained through quests/events) to be invisible unless undressed.
razar1  [author] 13 Jun @ 2:37pm 
Updated to 1.6 unstable.

For now you need to use the Dev version of HAR on the workshop.

I only did some cursory testing so if you find something broken please let me know.
razar1  [author] 12 Jun @ 2:23pm 
Should be. I should be blocking genes that interfere with visuals.
CursedBun 12 Jun @ 1:26am 
Is it safe to inject genes into mal0's?
The_Black_Toaster 11 Jun @ 10:51pm 
really hoping this mod gets updated to 1.6
pipboy834 9 Jun @ 4:49am 
malo just stands there when i spawn her using the naked brutality mod
CursedBun 15 Apr @ 7:49pm 
@icytux Just use science
icytux 15 Apr @ 7:27pm 
im gonna do it, since the malo can't sleep, it can't get lovin, how fix lmao
Alexxxxard(rus) 7 Mar @ 10:11am 
Unironically would
razar1  [author] 16 Feb @ 3:25pm 
@The Lord Pootis If you have a performance mod that cleans up world pawns then the Mal0 pawn will routinely get deleted. I put in some logic to make a new Mal0 pawn during the ritual or when using the radio if this occurs and very specifically generate a Mal0 Pawnkind with a baseliner xenotype. However, if you have some other mod that interferes with Pawn Generation (maybe faction blender) then that could be causing problems.

@Snakehead41 Mal0 should spawn as baseliner. They don't have a special xenotype at the moment.
Snakehead41 16 Feb @ 12:59pm 
Are they ment to have their own Xeno type as i cant even access it
The Lord Pootis 16 Feb @ 12:30pm 
after a quick test in dev mode and trying to spawn mal0 manually via the spawn pawn command it seems to spawn random pawns with occasionally a correct mal0 pawn, some mal0's were even random xenotypes too which i doubt is meant to happen and some were just the wrong race entirely. My guess it that a mod is probably messing with this and my main guess on the culprit may either be faction blender or maybe the xenotype spawn control mod that i also have.
The Lord Pootis 16 Feb @ 12:15pm 
I did notice in the social tab when my affected pawn used the radio that the name of the pawn associated with the social interaction kept changing, was never the same name twice, idk if it's mean't to happen or not.
Snakehead41 16 Feb @ 12:12pm 
I found a bug regarding the Rapid Regeneration, It uses the hunting description, Now i will add that i have vanilla expended events on so they could be conflicting, I have taken a screenshot if you would want it
The Lord Pootis 16 Feb @ 12:11pm 
I'm having issues with the skip abduction ritual to get mal0, i got someone at 100% psychic connection and did the ritual but the summoned pawn is just a random pawn from a random faction like a normal skip abduction except it ate the radio instead of bioferrite.
Alluvian Est-Endrati 9 Feb @ 2:59pm 
Very nice! Fits a niche for hermit-style plays certainly, especially if you want to prey upon passing NPCs. The bare-bones start is rough. I have not (yet) progressed far enough with an anomaly-enabled play to try and summon her.

My only request (for future updates/content) is to include a Xenotype and/or a set of genetics to define the options you have created.
CursedBun 2 Feb @ 9:20pm 
I have disabled all anomaly incidents, but the quest started anyway. Now I can't do anything with it. :(
RAD EMERALD 27 Jan @ 11:53pm 
OMG!!
Senceant 20 Jan @ 3:16am 
@Infrared Riding Hood
I tried using mods like that, but I realized the problem wasn't just that, they wouldn't deep talk to each other, my guess is because of the age discrepancy, since mal0s are hundreds of years old, but idk for sure.
The mal0 would deep talk with others, but not her partner, and so the opinion wouldn't go above 40, they had no incompatible traits so I guess it's a bug.
Infrared Riding Hood 16 Jan @ 3:33am 
@senceant another mod can fix that. Some mods allow loving for recreation, and RJW adds many ways to interact with sexuality of pawns
Senceant 14 Jan @ 12:30am 
How am I supposed to keep a mal0 together with another pawn? They don't sleep and so they never do loving with other pawns that need to, and since lovers don't get deep talk buffs the social opinion never goes up, which almost always lead to a breakup
KUMO 12 Jan @ 9:18am 
Gotcha, it could be i have mods like rocket man and fishery that help make the game run better and they could be clearing pawns so it potentially was clearing the Mal0
razar1  [author] 12 Jan @ 9:04am 
I added that fallback case. If the Mal0 that is saved to the world (and your save file) is missing for some reason, it 'should' generate a brand new one during the summoning ritual.
razar1  [author] 12 Jan @ 8:55am 
@KUMO currently I have the final study set to the same threshold as the golden cube. Completing the final study allows for the radio to be deactivated.

In order to summon a Mal0, the proper Anomaly research needs to be completed, an afflicted pawn needs to have a psychic connection above 80%, and you must still have the radio.

Do you happen to have any mods that cleanup World Pawns? If so then those mods are probably deleting the Mal0 pawn. I create the Mal0 in the world and save it off until it is summoned.

The pawn with the psychic connection actually performs social interactions with the saved off Mal0 when it uses the radio, and how much the Mal0 likes or dislikes the afflicted pawn affects the ratio of Positive/Negative events.

I could probably add a fallback that would generate a brand new Mal0 during the summoning ritual if the one that is supposed to be saved off is missing for some reason.
KUMO 12 Jan @ 8:38am 
Ok i just got to be able to the summoning ritual, but it seems to just spawn nothing, im not sure if its mod conflicts or if its intended as anytime I reload the save to check it seems to always just spawn nothing.
KUMO 12 Jan @ 2:59am 
How long does it take to advance it to the final study where you can summon them? i feel like ive had my pawn do it about 25 times and have gotten nothing.
PeachySnail183444 11 Jan @ 2:23am 
can we get xenotype version plz?
Also, epic mod
Senceant 5 Jan @ 11:53am 
Should really have more biotech compatibility, no genes or anything, also no way to get more than 1 without it being starter/cheating apparently? It could be a proper xenotype, but one that is only found through special events or through genetics.
razar1  [author] 28 Dec, 2024 @ 9:27am 
@Zema I included a starting scenario where you start with 1 Mal0 pawn.

@Cheese this is a 'Humanoid Alien Race' mod. Xeno Types are technically not races, just variants of 'human'.