RimWorld

RimWorld

Apini Playable Race, Continued!
 This topic has been pinned, so it's probably important
Jack7D1  [developer] 23 Aug, 2020 @ 7:12am
Glitch Reports
If there's a bug glitch, and you don't know how/don't want to use github. Post them here! (Please avoid posting massive amounts of logs).
Last edited by Jack7D1; 19 Dec, 2022 @ 1:09pm
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Showing 1-15 of 29 comments
Burnout 3 Sep, 2020 @ 6:03pm 
The wax thing is resolved
Darrien 28 Dec, 2022 @ 4:10pm 
Not seeing errors but when I get into raids from Azuri, they are not spawning with weapons of any kind. Went to a world zone to fight some Azuri guarding a mission zone and none of them spawned with weapons. I have a raid of 8 Azuri right now with no weapons, so used the character editor to arm them
Jack7D1  [developer] 29 Dec, 2022 @ 5:29am 
Mind sending a link to a hugslib log from the main menu? (Lets me know your mods installed)
Also what is your colony wealth?
Raids are tricky..
nomSlime 3 Jan, 2023 @ 8:09am 
Erm i am reporting a litle developer oversight basicaly when a baby is born from your prisoner it belongs to the faction the mother is in
this isnt an problem with humans due to the baby not being able to defend itself but the children of apini azuri and necropini CAN defend themself so when they pop out of your organ creation maschine ( unvolentary azuri) and start ripping the nurse to schreads due to being hostile faction

this again isnt a problem if there is 1 larva but if you are a dumbass like me and heve 8 azuri each producing 5-8 larva per birth all giving birth at once your colonists not gonna last long
(sorry for bad gramma)
TurtleShroom 29 Mar, 2023 @ 8:34pm 
I tried to write a Patch that changed some of the Race Restricted buildings to allow non-Apini Pawns to make honey in a less efficient manner.


However, I found that there's apparently an error in my Patches caused by this:

<ThingDef Name="ApiniBeelien" ParentName="BasePawn" Abstract="True">

It should be this:

<AlienRace.ThingDef_AlienRace Name="ApiniBeelien" ParentName="BasePawn" Abstract="True">

-----

This is the code I tried to implement:

<Operation Class="PatchOperationConditional"> <!-- DO THE GENTILES KNOW? --> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Apini"]</xpath> <!-- If they do, SHUT IT DOWN. --> <match Class="PatchOperationRemove"> <success>Always</success> <xpath>/Defs/ThingDef[@Name="ApiniBeelien"]/alienRace/raceRestrictions/plantList</xpath> </match> <!-- If the first XPATH does not exist, the original code stands. All according to plan. --> </Operation> <Operation Class="PatchOperationConditional"> <!-- DO THE GENTILES KNOW? --> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Apini"]</xpath> <!-- If they do, SHUT IT DOWN. --> <match Class="PatchOperationRemove"> <success>Always</success> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName = "Apini" or defName = "Azuri" or defName = "Necropini"]/alienRace/raceRestrictions/plantList</xpath> </match> <!-- If the first XPATH does not exist, the original code stands. All according to plan. --> </Operation> <Operation Class="PatchOperationConditional"> <!-- Does this exist? --> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Apini"]</xpath> <!-- If it does, do this replacement. --> <match Class="PatchOperationReplace"> <success>Always</success> <xpath>/Defs/ThingDef[@Name="ApiniBeelien"]/alienRace/raceRestrictions/buildingList</xpath> <value> <buildingList> <li>ApiniHoneyVat</li> <li>ApiniHoneycombBed_S</li> <li>ApiniHoneycombBed_L</li> <li>ApiniProstheticsTable</li> <li>ApitechTable</li> <li>ApitechSynthesizer</li> <li>ApiniVat_F</li> <li>ApiniVat_E</li> <li>ApiniVat_M</li> <li>ApiniVat_B</li> <li>ApiniVat_R</li> <li>ApiniVat_W</li> <li>ApiniVat_V</li> </buildingList> </value> </match> <!-- If the first XPATH does not exist, the original code stands. All according to plan. --> </Operation> <Operation Class="PatchOperationConditional"> <!-- Does this exist? --> <xpath>/Defs/AlienRace.ThingDef_AlienRace[defName="Apini"]</xpath> <!-- If it does, do this replacement. --> <match Class="PatchOperationReplace"> <success>Always</success> <xpath>/Defs/ThingDef[@Name="ApiniBeelien"]/alienRace/raceRestrictions/recipeList</xpath> <value> <recipeList> <li>MakeApiniWaxBulk</li> <li>ApiniMake_NectarAny</li> <li>ApiniMake_BulkNectarAny</li> </recipeList> </value> </match> <!-- If the first XPATH does not exist, the original code stands. All according to plan. --> </Operation>

When I actually edited the files, though, this worked. Patches that added new Recipes also worked. What am I doing wrong?

(Before you ask, yes, I went into the Mod Options and disabled the Race Restricted Buildings.)
Last edited by TurtleShroom; 29 Mar, 2023 @ 8:59pm
Jack7D1  [developer] 30 Mar, 2023 @ 5:12am 
What error are you getting? I don't need the trace.
You do not want to disable race restricted buildings as that will clear all entries in building restrictions.
If you replace Line 3 of /1.4/Common/Defs/ThingDefs_Races/Alien_Bee.xml with
<AlienRace.ThingDef_AlienRace Name="ApiniBeelien" ParentName="BasePawn" Abstract="True">
does it work?

I'm also probably misunderstanding this but you may want to use a patchoperationadd not a replace, as that could be a pain to update if anything gets changed.
Last edited by Jack7D1; 30 Mar, 2023 @ 5:14am
TurtleShroom 2 Jun, 2023 @ 2:09pm 
Originally posted by Jack7D1:
I'm also probably misunderstanding this but you may want to use a patchoperationadd not a replace, as that could be a pain to update if anything gets changed.

No, I wanted to replace it so that Pawns that are NOT Apinis could build Nectar Distilleries and Unflavored Honeycombs, while leaving the rest of the buildings set to be restricted only to Apinis.

Also, with the same settings above, when I used my new Recipe and created an Apini Building as a Mini-fied Def (which I added and successfully got to work), only an Apini type can install it. Everyone else is only capable of hauling it to the stockpile. I can't figure out how to get a non-Apini to hail it, which again, might be because the "BEELIEN" Abstract Def is listed as a Thing Def and not a HAR Def.
Jack7D1  [developer] 2 Jun, 2023 @ 3:15pm 
being unable to haul; it is absolutely not intended, but non apini not being able to construct it is.
But I don't really fully understand this question.

The "Disable Pawn Restrictions" setting should make it so anyone can do this, to answer your question in the comments.

Also I'll see about giving it a link alongside the enhanced Apitech mod. Give me some time to give things a look over.
TurtleShroom 2 Jun, 2023 @ 3:34pm 
Originally posted by Jack7D1:
being unable to haul; it is absolutely not intended, but non apini not being able to construct it is.
But I don't really fully understand this question.

Okay, so here is how I ran my test. You can probably do it yourself.

1. Enable the "<disableBuildingRestrictions>True</disableBuildingRestrictions>" in the Options.

2. Load my Mod that I linked and its Dependencies ( https://www.steamcommunity.com/sharedfiles/filedetails/?id=2919554065 ).

3. Start a new colony without any Apinis of any kind.

4. Research all of the Apini Technology, plus Smithing.

5. In the game, use my Recipe to create a Nectar Distillery at the Smithy. It will produce one that is Mini-fied for hauling.

6. Click it and show it a place to be installed.

7. Choose any Pawn that should be able to install it.

8. Right-click it. Nothing will happen.

9. Then, spawn an Apini Pawn and recruit it. Your Apini will be able to install it.

Non-Apinis can haul it TO A STOCKPILE. They cannot install it.
Last edited by TurtleShroom; 2 Jun, 2023 @ 3:34pm
flyons_gary 6 Jun, 2023 @ 6:26am 
At current it seems that there is some kind of error for xenotype modifications with the hive faction of the apini? Modifations of xenotype work just fine for other scenarios but any group given the Hive faction can't load xenotype changes.
dhwty935 31 Aug, 2023 @ 10:52am 
Moobee larvae can't eat, posting here as well as in comments just to be thorough.
Jack7D1  [developer] 2 Sep, 2023 @ 6:34am 
Oh, Sorry about that. It looks like part of the assembly was declared obsolete. Will fix it.
Jack7D1  [developer] 2 Sep, 2023 @ 5:34pm 
@dhwty935 It seems nighzmarquls's biotech compatability update had the consequence of making moobee larvae act like actual babies. Since moobee and apini larvae share the same exact life stage. This is how it's been for a long, long time. I've given moobees their own lifestages.
R3VEN4NT 3 Feb, 2024 @ 2:58pm 
I've allowed Apini's to wear anything, as it says in the mod settings, yet they can't wear any torso or lower armor. Helmets work fine, sometimes, but they can't even wear a shield belt. Additionally allowing other races to build and grow apini specific stuff also doesn't work, tested with dev quickstart.
Jack7D1  [developer] 3 Feb, 2024 @ 5:33pm 
Originally posted by R3VEN4NT:
I've allowed Apini's to wear anything, as it says in the mod settings, yet they can't wear any torso or lower armor. Helmets work fine, sometimes, but they can't even wear a shield belt. Additionally allowing other races to build and grow apini specific stuff also doesn't work, tested with dev quickstart.
Thanks for the report! I'm sure something has updated in the past while, do not worry I will be taking care of these in a couple months.
In the meantime, I can add the apparels to the whitelist, could you give a list of apparel defnames you wish Apini could wear? Thanks.
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