RimWorld

RimWorld

Zeta Reticulans [Player/Hostile Factions]
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Update: 1 Jun, 2023 @ 6:59am

Mostly body addon fixes and janitor stuff.

I discovered 3 ~bugs HAR side as well, which were brought to the HAR admins attention and should be fixed soon:
1st: Addon hediff textures don't update if you destroy the root part (So if head go bye-bye the eyes will stay floating on the corpse) *unless* you save and reload.
2nd: If the root part (head) is destroyed the missing texture will appear on the corpse. This is an issue if you have a ~gouged out~ texture for a missing part instead of a completely hidden texture.
3rd: HAR no longer supports proper bionic part placement because Ludeon changed how their code worked. So for the time being bionic and archotech eyes will be slightly too low.

Now for the things:
► New colony optimism/hope thoughts get twice as many levels so they fall by 1 mood a day instead of 2
► Teleletric coma's random damage comp switched over to the random hediff comp that their eye attack has now.

► Attached a bunch of hair / antennas / facial glows to <bodyPart>Head so they'll disappear when the head is destroyed.
► Unique FleshDefs fixed to not duplicate hediff textures
► Unique Bodypart for Reticulan eyes consolidated from left/right into a single def
► Hybrids missing eye textures switched from hidden ~null~ textures to the same nasty looking empty sockets the base zeta had
► Any Reticulan BodyDefs that were using the base human eye now use the aforementioned Reticulan eye (*** This may cause minor cases of eye regeneration & loss of bionic eyes, shouldn't be anything to major though)
► Wrote a patch to add GDZR_BODYPART_ReticulanEye onto the Archotech and Bionic eyes recipe
► XML added and set with a MayRequire="Ogliss.Ykara.HarvestEverything" so you'll be able to access Reticulan eye stuff when using the mod "Harvest Everything!"
► Mantis eyes now take on the 2nd skin channel's colour when injured
► Removed the million duplicate textures and folders i had for eyes, i'm not sure what my reasoning was behind this.
► 1.3 moved to Github (You'd think a website for coders wouldn't have such a ♥♥♥♥ interface)

Update: 1 Jun, 2023 @ 6:47am

Left Zetas flesh def struck out so they bled normal human blood so double update, read above ^^^

Update: 27 May, 2023 @ 2:16am

Embarrassingly (constantly embarrassed, but that's life) I had to refix something i remember fixing months ago but i reverted somehow. Extremely sorry if the bug messed any saves up, my goal is to improve your RimWorld experience not ruin it.

►Added a Null check for the map the onto HediifComp_Deathspawner, this should fix any issue's caused by NPC faction pawns dying off map. I think (it's hard to test this bug myself but i'm 96% sure this will fix the issue)

Update: 26 May, 2023 @ 1:39pm

Sunk my time into unsuccessful coding, time really flies when you're bashing your head against the code

►Finished Scalemen fat body textures

► Grey Aliens are now x3 more likely to make up a raid than hybrids
► Removed some of the more gnarly over saturated Scalemen skin colours / added some
► Accidental left slipsuits disabled for starting colonists (Was testing gene body textures, needed a clear look)

► Allocation pad's verb's sounds standardized.
► Yellow error on game start because sound "Electric" is missing
► Procurer description fixed (I took the words "Neural Epigraft" out. I'm not sure if i thought this sounded good at one point or what)
► GDZR_HEDIFF_ParalysisEye's comp Damager_HediffCompProperties changed to HediffRandomInterval_HediffCompProperties and keyed text changed to reflect it's not longer dealing damage.

Update: 20 May, 2023 @ 9:19pm

-Race descriptions standardized, plan was to write a giant unique thing for every hybrid but upon further thought: that's a dumb use of my time.

-Neuropathy was not suppose to heal, i thought i fixed this a while ago but apparently i did not and forgot about it. Because the way it was being applied, through custom C#, it turned out to be weirdly hard to make it become a normal permanent wound. Solution was to make the C# apply a 50 stage chronic Hediff instead of stacking 1 point of damage at a time.

(And i just realized i never changed the alert message's warning, will do tomorrow. Plus it's no longer applying to body parts but the "whole body" instead, which didn't click in my rush to find a solution; i'll see if i can do something about this/otherwise keep whole body and tune the balance)

-Interrupter's effecter now spawns off screen. Ludeon switched something up a while ago, had to switch the subEffecterClass to SubEffecter_DrifterEmoteTriggered

-Same fix as above for the singularity effecter

Update: 20 May, 2023 @ 2:16am

Another small update, on the assumption Mr Samuel Streamer will receive the update in time to save me the embarrassment of having the most obvious of my messy placeholder text exposed on video (50/50 chance he's playing on an off steam version of Rim that doesn't receive updates though, as to avoid mod breakages mid-play through)

-Made scaleman hulk textures

-Scalemen min/max temps updated from 13/28 => 10/33
-Moyo min/max -1/14 => -1/20
-Thrumkin min/max 1/18 => -2/23
-Human min/max 6/18 => 8/23
-Forsaken min/max -10/23 => 3/23

-Cleaned up racial hediff labels
-Cleaned up the backstory "Bio-printed"

Update: 18 May, 2023 @ 6:24pm

Small update, since i saw some new downloads and decided to fix some stuff i was putting off for no good reason.

-Starting colonists will no longer include Orbs
-Accidentally locked shortgrey's to only spawn as procurers when creating a new colony (Was testing the new Orbs)
-Silenced a harmless error related to backstories when generating normal humans (I think i solved it at least)
-Alternative bodytype xenotypse like Fat/Hulk should mostly work now, although there's going to be some wonky stuff with addons and skin colours as i'll have to fiddle with my xml layouts and make some new textures.
-blackListed Highmate, Yttakin, Waster and Neanderthal for the time being (I tried my best to get Yttakin to work but for some reason it's failing about half the time still)

Update: 25 Apr, 2023 @ 11:01am

Didn't get as much done for this update as i intended (spent *a lot* of my time searching code/discord for workarounds, without much success) but did manage to (tentatively) add a new gameplay system, and fixed some bugs.


-New thought system that uses ~work permits~. The "Permit" takes the form of orb pawn that you can buy from certain Reticulan orbital traders; this orb will float around your base and ~keep an eye on you~

The system works as such: If you have an Administration implant in your pawn's brain then doing Gene related work will give you a negative moodlet, but if you buy a "permit" from the Reticulan Assembly then gene work gives you a normal Zeta work moodlet based on skill + and will turn gene related moodlets from negative into positive.

Removing the implant disables all negative + positive effects, converting things back to the standard thought system.

-New thought gives zetas -8 mood x2 days from harvesting genes, or with an Orb +8 mood x2 days
-Can now sell genepacks & xenogerms to rebate drones


-Changed slipsuit's C# to apply stun before teleport (NPCs got an attack in which is overwhelming if several teleport to you at once.)
-Vaporization C# modified to spawn an effecter that includes Graphic_PawnBodySilhouette, basically i added an extra glow
-Butchered thoughts will no longer apply to non-zetas in the colony when zeta butcher pawns, took me ages to notice this one since i'm only now playing to the point of getting slaves
-Harvested hemogen's moodlet will now activate if you get non-reticulans to do it on your behalf
-Harvested hemogen/Memory Stealing will now iterate on every Zeta instead of leaving one unaffected
-Memory stealing now correlates to a pawn's HomeFaction and not Faction (No more stealing Ultra tech memories from neolithic slaves)
-Made a Zetas.Utilities class and stuck some map search methods in it, Moved Zetas.Teleporter classes to Zetas.Verbs.Teleporter + other assorted code stuff no one cares about.

Update: 2 Apr, 2023 @ 10:49am

- Coded a new thought that gives zetas +1 mood x2 days when they harvest Hemogen (Stealing blood is pretty fun!)
- Made an icon for the blood thought
- Made an icon for the "Distracted" moodlet


- Rebate ships will buy skulls (Ideology) and hemogen packs
- Vivaruim ships will buy hemogen packs
- Rebate ships no longer buy survival Meals


-Precept.Notify_MemberCorpseDestroyed() error on death fixed for ideo users (Simple solution of moving one bit of code to a different overridden method, took me a sad amount of time to figure it out)
-Interrupter sounds lowered to bearable levels
-Fixed a scalemen eye misalignment

Update: 30 Mar, 2023 @ 9:00pm

-Coded a powerful slip-suit healing ability that tends wounds + infections. A tempting way to drain your allocation waffers.
- Made Icon + effector for said ability

-Created a thoughtworker that checks against Administration Implants in order to properly hide the nullified thought "GDZR_THOUGHT_ExpectationsAutarchy"
-Tested without DLC, found red errors, Added MayRequire="Ludeon.RimWorld.Biotech" to some thoughts and a bunch of baby addons to shut them up