RimWorld

RimWorld

Equiums
496 kommentarer
hauvega  [ophavsmand] 16. sep. 2024 kl. 8:01 
Right now I am dealing with real life issues.
rekrap 13. sep. 2024 kl. 6:27 
can we get an update for this?
Der kleine Timmy 22. juli 2023 kl. 7:44 
I like the Mr. Ed's Artwork, how can i get it?^^
Fella 17. maj 2023 kl. 17:16 
You should rename Mr. Ed to Mr. Hands, at least on April fool's/
hauvega  [ophavsmand] 17. maj 2023 kl. 10:26 
a stripped down version of Equiums II
[TRK] EL Comendante 27. dec. 2022 kl. 5:29 
Во всем виноваты брони
2aminthepm 4. dec. 2022 kl. 19:59 
updated textures for 1.3 would make me very happy
hauvega  [ophavsmand] 23. okt. 2022 kl. 11:44 
Has bugs and unknown behaviors.
hauvega  [ophavsmand] 23. okt. 2022 kl. 11:43 
hauvega  [ophavsmand] 23. okt. 2022 kl. 6:24 
I still have to create stuff for the biotech dlc.
hauvega  [ophavsmand] 23. okt. 2022 kl. 6:23 
I created Equiums II because if I do a conversion to 1.4, the graphics break in earlier versions. I have to use a naming standard so mod can work properly.
Steel Prism 23. okt. 2022 kl. 3:45 
Wish you luck with the updates looking forward to it.
hauvega  [ophavsmand] 21. okt. 2022 kl. 16:33 
I have just started to convert to 1.4. In doing so some stuff is going to be removed. It will be a separate mod called Equiums II.
hauvega  [ophavsmand] 16. juli 2022 kl. 6:19 
@SWzero Each custom pawn is race. To have custom graphics and parameters. Dealing with real life issues has been an issue for me. I am trying to get back to it, but it has been hard. I have several in my head that i want to create. I would use those who supply graphics like ref sheets, any backstories, or traits. Joining my discord helps with contact and information transfer.
SWzero 16. juli 2022 kl. 2:50 
How to create a custom pawn?
hauvega  [ophavsmand] 9. mar. 2022 kl. 14:27 
@Phia Stones Try this now. I had to remove an age stage.
hauvega  [ophavsmand] 29. jan. 2022 kl. 7:28 
The major problem is that there is no uniformity in the mod community. Too many different methods instead of one usable method that handles a certain situation. Base game changes with each version is another disaster.
hauvega  [ophavsmand] 29. jan. 2022 kl. 4:51 
Those mods use the age curve to do the scaling. 1.3 rendering changes really messed things up.
MarpatNinja 28. jan. 2022 kl. 19:08 
I do use Children, School and Learning combined with Babies and Children. I enabled some of the scaling options in those mods and in fixed the equiums. Its just strange that they were only race drawn too large. I spawned in several of other races and even forced babies to make sure they were scaling correctly. Equium "babies" were scaling to the size of normal pawns before I messed with the scaling.
hauvega  [ophavsmand] 27. jan. 2022 kl. 8:56 
I got several things to look at. I will look into it.
lochmere 27. jan. 2022 kl. 7:37 
Hey, great mod, just had a question. It seems like I get more horse trade ships than any other kind and I was wondering if there was any way for me to adjust this. I do use a mod to increase trade ship frequency, so I get about one a day, but I always get horse trade ships far far more than any other, like its somehow weighted differently. Could be a weird mod conflict, and I do get other types, but its like a 3 to 1 ratio. Any thoughts?
hauvega  [ophavsmand] 27. jan. 2022 kl. 3:57 
A simple method is to look at the age of the large ones. Anything below 18 or 16 means children school and learning is being used. It scales pawns wrong.
MarpatNinja 26. jan. 2022 kl. 20:15 
For some reason, my Equiums are huge. The standard rimworld bed is shorter than they are and they tower over all my other pawn races. This never used to be the case.

Im not even sure where to begin looking for the problem. Any idea about what could be going wrong?
Luxordz 26. jan. 2022 kl. 11:24 
Oh, suppose I should say I can confirm whatever you did fixed it, thanks kindly.
Phia Stones 25. jan. 2022 kl. 13:12 
Thank you! :Ohdeer::8bitheart:
hauvega  [ophavsmand] 24. jan. 2022 kl. 19:05 
i will look into it
Phia Stones 24. jan. 2022 kl. 16:08 
Hello! I've been doing a play through with this mod, all my colonists are transhumanist equiums, they need to de-age once per year starting at age 25 or they get mood debuffs. The issue is the bio-sculpter appears to only let equiums begin de-aging at age 65. Any way I can fix this? Thanks.
hauvega  [ophavsmand] 20. jan. 2022 kl. 9:45 
Finally got the ce issue fixed
@Luxordz
hauvega  [ophavsmand] 14. jan. 2022 kl. 14:22 
Ask tynan why he limited the number of factions and remove the starting goodwill chance. I have to choose between neutral, natural enemy, or permanent enemy. To implement each goodwill state means a new faction for each one. Thus more factions and the unknowns of how the faction control system works. I did update to allow the faction control part.
ritkinz 14. jan. 2022 kl. 9:40 
why is it every time i try to start a new colony with no factions their is always the hostile equium empire faction? it doesn't even let me remove them from being a faction in my world, if this was implemented on purpose then why? i just want to start a world with no factions but I can't because of the hostile equium empire that I can't remove from being in my world.
hauvega  [ophavsmand] 7. jan. 2022 kl. 6:05 
just ce being ce. weird behaviors at times
Luxordz 7. jan. 2022 kl. 1:29 
well, ya tried, left a patch request on CE and hopefully someone can fix it.
hauvega  [ophavsmand] 5. jan. 2022 kl. 9:52 
check for any patch related errors
hauvega  [ophavsmand] 5. jan. 2022 kl. 9:40 
any screenshots will be helpful. ui generated by ce. so what nia changed to cause this who knows.
Luxordz 5. jan. 2022 kl. 9:09 
indeed, the gun packs shouldnt add anything in that regard, should be totally contained within CE and this.
hauvega  [ophavsmand] 5. jan. 2022 kl. 8:46 
ammo system ui is created with ce correct?
Luxordz 5. jan. 2022 kl. 8:25 
all of the mods that I could see being related to the issue are: Combat extended, vanilla weapons expanded, combat extended guns, TMC weapons pack, Gun nut core-chapter 1-chapter 2-community pack and perhaps simple sidearms but the issue should be present purely between combat extended and this.
hauvega  [ophavsmand] 5. jan. 2022 kl. 6:49 
list the questionable mods so i can look at them
Luxordz 5. jan. 2022 kl. 6:29 
I know several people also disagree with how CE handles things and I have no grounds to weigh in on anything development wise, if you want the specifics several weapons I've tried from different CE related mods (ump45, mg3, mp443, p90sd, etc.) all don't have ammo system ui readouts when used with the equium's, it still functions in the background and nothing seems to be truly broken, just half-so, it's 100% your decision on what you wish to do, fairly sure CE broke it somewhere along the line so it's no fault of yours, this definitely wasn't an issue back in 1.1 which was my last full playthrough.
Also, the jank workaround I've found is to have them drop the weapon after every engage and manually reload which still takes ammo from their inventory if anyone else has this issue.
hauvega  [ophavsmand] 5. jan. 2022 kl. 6:17 
the only issue with other mods is actually using them, 'which i really do not focus on'. if users let me know about what incompatibilities exist then i will look at them. a big issue are mods that change and are time consuming to keep up on. changes in the race framework with new features i have to look at and see if it will improve the mod itself. I am currently dealing with real life issues and getting more practice in 3d and some regular graphic work.
Luxordz 5. jan. 2022 kl. 1:51 
just wanted to note here this is somewhat incompatible with CE, ammo ui elements (and possibly other stuff under the hood) do not work on them I'm not going to demand compatibility or a patch but I would suggest putting a warning in the description or if it's an easy fix to fix it, thank you for your time and effort regardless.
hauvega  [ophavsmand] 18. dec. 2021 kl. 6:08 
Sorry have not been receiving notifications from here. I do not know how I got unsubscribed to this thread. Real life issues are causing me to slow down on the project. Also other methods to improve the product.
blazikem🐓 3. dec. 2021 kl. 7:55 
The recent update seems to have broken installing Equium prosthetics?
Brilliant mod btw melee jogger Equium's are scary af
hauvega  [ophavsmand] 7. nov. 2021 kl. 4:43 
Also why am I not getting notifications?
hauvega  [ophavsmand] 6. nov. 2021 kl. 11:12 
Removing any race mod will cause issues.
hauvega  [ophavsmand] 6. nov. 2021 kl. 11:11 
what is the problem with it?
GreenKnight 4. nov. 2021 kl. 18:21 
can this safely be removed from a game thats ongoing?
hauvega  [ophavsmand] 8. okt. 2021 kl. 7:12 
I took care of the simple meal issue in the everything patch. Black listed foods ignore the food restriction toggle.
Nef 6. sep. 2021 kl. 2:40 
I'm not sure if the eat everything patch is screwing with my gam as they can eat meat but not simple meals (but simple bakes from VCE are OK)

Is there a list of that they can actually eat without that patch? Might be simpler just to disable it.
Emperor Status 27. aug. 2021 kl. 9:10 
can they ride on horses? even better can a horse man ride a horse man?