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No sweat if not, it'd just make them more immediately useful, cause mine is just drifting about aimlessly.
https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
@Rime Pendragon - These are patches for basegame RimWorld's ancients faction (cryptosleep people) and tribal factions. Unrelated to Vanilla Factions Expanded mods. Are you using a mod that might affect the vanilla factions?
Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="Ancients"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_Ancients: Error
Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="TribeCannibal"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_TribalCannibal: Error
There are more of each of these errors, but there is a char limit
But I'm not subscribed to Vanilla Factions Expanded: Ancients or Vanilla Factions Expanded: Tribal.
If I delete:
1.6\Patches\Vanilla_Factions_Ancient_Patch.xml
1.6\Patches\Vanilla_Factions_Tribal_Patch.xml
The errors go away.
Thank you for fix.
@Unlucky Colonist - Thank you for the details. Please try un-subbing and re-subbing to force the update. 1.5 shouldn't have any more missing texture errors.
(RimWorld 1.5)
・Log
https://gist.github.com/HugsLibRecordKeeper/c4e63f63d432b9b13aa189370036d9b6
・Used MOD List
Harmony
Biotech
HugsLib
Vanilla Expanded Framework
Spirits
Other users WITH Anomaly and 1.6 saves - this update may cause some errors regarding missing hediffs. Don't worry these are completely benign. It's expected and shouldn't impact anything. If you believe it has, then please let me know. Apologies for the trouble.
Thanks, Dishonest
Added Spirit mutant
- w/ unique respawn feature similar to revenant's from Anomaly DLC.
Added the faction toggles for xenotypes
Reworked spirit wolf ability - only 1 wolf; no upper limit
Other Anomaly Stuff:
I blew the time budget on making the new Spirit mutants + spine revival. Other anomaly related items are more time-consuming than I anticipated. Still under work - likely won't be here for Odyssey release.
@Yaveton - Thanks for reporting. RimWorld is a bit wonky with semi-transparency & graphic-design is my bane
@mir_38 - I'm planning to add mod options for all factions. Part of the 1.6 version release is a complete rework of the spirit to the new "mutant" framework. So spirits can be toggled to be like ghouls and show up with the entities faction in a special event. Biotech will be opt-in; it'll no longer be required, but will have the xenotypes available if you have it enabled.
Side note: Also working on a separate version of this mod that doesn't have any required mods/dlc. Will use only the vanilla framework. Just need to figure out the revenant's death mechanics so I can recreate the spirit pawns' immortality.
It's about a group of rebels that gradually take on the world to destroy a corrupt archotech, while fighting against very powerful angelic creatures.
They worship a pantheon of spirits, essentially great people from before the reign of said archotech.
It's going to be so cool to have them in my colony towards the end of the game.
Thank you.
@anonymouse - Thank you!
@Korppi - Sorry, Echo had a confusing description. Echoes are stuck as corporeal spirits and are mortal. (i.e. they don't respawn the same way Dreamers do.).
(Now I kinda wish I had something that worked like that, like a Dreamer that's stuck after corporeal death, could hypothetically still use some spirit abilities but doesn't regen essence and vanishes when it's gone, or something. Maybe regular Dreamers could donate some of their own essence to keep them going longer or... oops that got away from me, I know the thing every mod author loves is when people comment "this completely different thing would also be cool tho" :D)
For my current tribe I just turned off certain jobs on my elder Echo to get the vibe, but now I am poking files...
Thanks for the mod and sending speedy recovery etc!
@FacuPlay525 - Thanks, I might try to update the flavor text to be more open-ended later. Like give the spirit's existence a few more excuses for existing in vanilla rimworlds.
@NuanKi - It's a tab option added from Facial Animations. 2nd Icon from the bottom right that looks like a head. That screenshot also uses the Vanilla re-texture mod - which is why the pawn looks less anime-like.
@spanese - By default none; with Alpha Genes mod active, the Echo xenotype has a 2% spawn rate with the xenohuman union & xenohuman pirate factions. I may add some toggles so they're more prevalent later.
@Commander Link - Just the two xenotypes. Regular pawns are unaffected aside from four new hairstyles and a few tattoos. The spirits have different death effects. Dreamer xenotype's corpse will skip away and return after 30-60 days in a special weather event that will only occur if there is currently a dead dreamer waiting to return. Echo xenotype's corpse will simple skip out of existence, never to return.
@Nattly - Dreamer xenotype can go into ethereal mode to regenerate spirit essence, body parts, and become invisible. However, they lose access to most worktypes. Corporeal mode is unrestricted like a normal pawn, but they gradually lose spirit essence unless a mod option slider is changed.
@StockSounds -