RimWorld

RimWorld

Xenn Race V2
98 Comments
Foxei 15 Jul, 2021 @ 5:33am 
A worthy oponnent :D
nhatanh0475 30 Jun, 2021 @ 10:38am 
A17 for years 2017.
Also I miss this even when I have never subscribe to it.
WalkingProblem 30 Sep, 2017 @ 5:09am 
Xen - You should put the A17 link in your description~ =}
Ka Lau 17 Jul, 2017 @ 6:52pm 
@Xen thank you
Xen  [author] 15 Jul, 2017 @ 5:13pm 
https://ludeon.com/forums/index.php?topic=33311.0

all my races and junk are here
Ka Lau 15 Jul, 2017 @ 3:36pm 
can you upload a non-steam link?
Xen  [author] 14 Jun, 2017 @ 4:34pm 
Make sure you get the a17 version (I left this one for people still using a16, and because my files were being stupid) -

I haven't had anyone else complain about that strange gun problem, so I have to suspect it might have been a bad download from steam or something
Gray_Magician 14 Jun, 2017 @ 7:56am 
I usually use either none or all of the good alien mods when i start a new colony so If the issue gets solved I would like to use the mod again.

Is no one else having issues with the cryo/frost weapons? perhaps it was a conflict of weapon mods.
Xen  [author] 28 May, 2017 @ 2:37pm 
I did release the a17 version - they are here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=918312251

I try to keep older versions up for people who don't want to give up long-play colonies.
Garry's Mod 404 28 May, 2017 @ 2:43am 
A large number of MOD has been updated A17 you can choose to update:steamhappy:
Xen  [author] 23 May, 2017 @ 8:53pm 
I already have them updated for a17 on github
just waiting for a proper release of the a17 framework (without it they're obviously useless) to drop them on steam.
Local Snorlax 23 May, 2017 @ 8:02pm 
Please update for a-17, I'm sure doing stuff like this takes time, I'm sure. but I'm sure a little copy-paste of the files, plus or minus a few might make it go faster? theres probbly osomething going on with the alien framework mod too, so...probbly gonna be a whle I guess?
Xen  [author] 21 May, 2017 @ 1:38pm 
That is extremely wierd. I'll do some investigating and make sure this is solved by a17
Gray_Magician 21 May, 2017 @ 8:20am 
I need to remove this mod, the frost guns seem to glitch out anyone holding them or being hit by them and it leads to crashes when i try to load the saves afterwards.

so when something is hit by the gun it's health screen goes blank, a black square shows in the top right when they are selected, they are immune to damage and move super fast. IE if i hit a raiding pawn with this gun they become an unstopable killing machine.

Not sure whats causing it, i tried a second playthough just without using them, but a xenn joined me and used it before i realized and now my save is corrupted :(
Xen  [author] 9 May, 2017 @ 12:28am 
You've just kinda got unlucky on RNG - the name set with a color is only one of 3 or 4 possible 'sets' when name generating. I might change up the namer soon though - add another list or something nstead of the call for vanilla 'color'
The Nimble Hare 8 May, 2017 @ 9:37pm 
Do you think you could add more names? I've seen so many Black, White and Greys I feel like I'm in an old movie.

Still a pretty good mod though, awesome counterpart for the Orassans. :CatWish:
Mazz 7 May, 2017 @ 1:23pm 
how do i check you workshop ?
Xen  [author] 6 May, 2017 @ 6:54pm 
@Squanchy There already is one. Check my workshop man.
Mazz 6 May, 2017 @ 3:14pm 
hi, could you make a patch for the RBSE mod pls ?
Jester 1 May, 2017 @ 4:31pm 
Thanks for the response, love the mod cant imagine playing without it
Xen  [author] 1 May, 2017 @ 3:27pm 
lol - Yeah - I can adjust the equipment stuff. I'll make some changes pretty soon.
Jester 1 May, 2017 @ 8:04am 
Is there a way to make it so not every single Xenn starts with crazy over powered weapons?

Having a Xenn join your primal group who all has clubs and short bows and the guy has some crazy cyro gun... it doesn't feel fair.
Xen  [author] 21 Apr, 2017 @ 7:11pm 
Hmmmm. that's a bit strange. I may have to do some poking to make sure they get all the 'regular' surgeries.
Pina 21 Apr, 2017 @ 5:50pm 
Hey, just here to report a bug. One of the Xenn dudes got his jaw shot off. Can't install a new jaw. Thought I'd specifically need a Xenn jaw but nope, harvested one from a Xenn, can't install it on my guy.
Xen  [author] 10 Apr, 2017 @ 4:30pm 
Yeah, they have a higher melee damage as a tradeoff for (and logical extension of) increased bodysize/nutrition requirement.

If people are having trouble with it, I can tweak the values a bit.
Redstark Magnusson 10 Apr, 2017 @ 4:27pm 
@Xen the whole social fighting murder thing is becaues Xenn deal too much damage per attack. A human does 5-6.something per hit, but Xenn deal 10 damage per hit. I even had a mod installed that supposedly prevents social-fighting murder by cancelling the fight if one of the parts is in too much pain (With exception of bloodlust/psyco/masochist traits), and instead, i had a Xenn colonist 4-hit another colonist and kill them. Torso only has 40 hp after all.
RoboGerbil 10 Apr, 2017 @ 12:32am 
anyone else think the xenn sunglasses are a little op? they do not require any research. they are available as soon as you get a tailoring bench and they add bonuses to nearly every stat.

additionally ive noticed a lot of face/head gear does not line up properly on the xenn head model when viewed from the side. just a visual bug.
Xen  [author] 9 Apr, 2017 @ 6:43pm 
Seems like it, yeah.
Thinking on it, I did have a cult leader once beat his girlfriend to death in a social fight... that was pretty bizarre and brutal. - But it seems to be one of those "vanilla" mechanics - where the pawns will sometimes get a few lucky shots and not want to stop fighting
pyrAmider 9 Apr, 2017 @ 6:31pm 
There were no combat nods, but the colonists weren't wearing armor at the time of the fight (The Xenn was an early recruit from Hospitality mod, and well armed and armored). Perhaps it was just a matter of gear mismatch and bad luck.
Xen  [author] 9 Apr, 2017 @ 5:49pm 
that's.....strange for sure. I've never had them "Fight to the death" like that - I used to have issues with Orassans scratching eyes out etc.

Are you using any mod that effects combat or HP amounts? (It might just be that I usually get some good gear rolled out before I increase colonist numbers, so they take way less damage in social fights)
pyrAmider 9 Apr, 2017 @ 4:11pm 
I'm very pleased with this mod, though I'm growing wary of accepting Xenn recruits into my human colony because of social fighting.

I've seen two social fights between Xenn and humans so far. In the first, the Xenn insulted the human, the human insulted back, and the Xenn ripped the human's arm off. In the second, the Xenn just straight-up killed a rival colonist in the mess hall, then helpfully started cleaning up the blood stains from the floor. It's getting to the point where if one of my important colonists isn't getting along with the Xenn, I have to find a way to get rid of the wolf before I lose a Level-20 researcher in a social fight.
Xen  [author] 8 Apr, 2017 @ 7:48pm 
lol - that's terrible. The commando's do have a high chance for all the good gear - they're commandos after all - but it's really odd that they're appearing so much more often than the others. I'll see about adjusting the weights a bit soon.
Redstark Magnusson 8 Apr, 2017 @ 7:33pm 
Hmm, seems commando spawns are exremely common then, had 5 more spawns, all of them with the duster + Power Armor combo and with some advanced weapon, and also 3 of them with bionic parts.

Also, this guy just spawned with a painstopper in his brain, from a escape pod. Thus the game thought "Huh, i gotta damage him till he gets downed so he can rescue/captured"-- That is, impossible, with a painstopper. He literally just fell from the sky with about 50 injuries and insta-died.
Xen  [author] 2 Apr, 2017 @ 4:54pm 
You might be getting a large number of commando-type pawns by random chance. They are the ones that tend to get access to higher tier gear.

I may just need to weight the other types higher - but I haven't noticed this so much on my plays. - If you're still getting a really high amount of armored guys, let me know
Redstark Magnusson 30 Mar, 2017 @ 6:07pm 
Hmm, neat mod so far, but i have to ask... is there any specific reason that the Xenn drop pods almost always spawn with full power armor and hyperweave clothing...? Not to mention the 5000 years life-expectancy, which means they never get old, and you have some of them spawn with numbers like 3533 biological years...

Not saying the life thing is unbalanced, just odd. The armor thing however, is kinda unbalanced.
Xen  [author] 29 Mar, 2017 @ 7:13pm 
@Wolf of Insanity:
I have an EPOE patch and RBSE in my workshop
Ramsis 29 Mar, 2017 @ 6:33pm 
:awoo: because duh
Wolf of Insanity 29 Mar, 2017 @ 6:08pm 
hey can you make a compatipility patch so i can give these guys advanced bionics and such? be awesome if i could have my own Flash to run around and rescue failed hunters
Demar6194 27 Mar, 2017 @ 5:49pm 
it worked thank you very much this is one of my favorite race mods
Xen  [author] 27 Mar, 2017 @ 4:43pm 
probably need to resub or delete the files to force it to update
Demar6194 27 Mar, 2017 @ 4:20pm 
Dont think it worked still getting the same thing
Xen  [author] 27 Mar, 2017 @ 4:14pm 
just pushed the update a sec ago - give it a go
Demar6194 27 Mar, 2017 @ 4:06pm 
ok ill see if it fixed it
Xen  [author] 27 Mar, 2017 @ 4:02pm 
updating for a fix. not sure where I called that tail.... but whatever.
Demar6194 27 Mar, 2017 @ 3:22pm 
im getting this
Could not resolve cross-reference to Verse.ThingDef named Tail
Verse.Log:Error(String)
Verse.LoaderHelper:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I updated too
Demar6194 27 Mar, 2017 @ 5:32am 
Thank you
Xen  [author] 26 Mar, 2017 @ 3:10pm 
tail errors should be fixed (again)
Xen  [author] 26 Mar, 2017 @ 2:41pm 
I had a little version mixup, I'll get that straightened out today
Demar6194 26 Mar, 2017 @ 2:39pm 
im getting a clothtail error any ideas i narrowed it down to this mod
Xen  [author] 24 Mar, 2017 @ 12:19am 
Yeah - steam updates being stoopid