RimWorld
Zoltan race
78 則留言
Syilumi lunari 7 月 30 日 上午 3:42 
man i miss this still..
ozfresh 4 月 26 日 下午 9:49 
Update PLEASE!
Syilumi lunari 1 月 13 日 上午 9:05 
ough that was a long two years
Syilumi lunari 1 月 13 日 上午 9:04 
i still hope ae
Cyber Witch ~ 2024 年 11 月 15 日 上午 3:29 
No
StellarCrumb ✦ 2024 年 11 月 15 日 上午 2:57 
Or maybe a xenotype for biotech
StellarCrumb ✦ 2024 年 6 月 10 日 上午 12:12 
Is there any chance this mod will be "updated" well at least only abilities for Vanilla Psycasts Expanded ?
Mr_Awesome88 2024 年 3 月 24 日 下午 5:57 
Update?
Syilumi lunari 2023 年 10 月 2 日 上午 11:45 
<~>;;
1.4?!?!?!?!? uwAAHHH!! >~<;;;
Angrysquirrel 2023 年 1 月 21 日 下午 3:45 
1.4 on the horizon? I like the Zoltans, They are peaceful but can blast people.
Balthazad 2023 年 1 月 16 日 上午 3:27 
how long can it take to update some races to 1.4? :(
*sad alien noises*
Mr_Awesome88 2022 年 12 月 17 日 上午 10:53 
1.4?
SirDistic 2022 年 7 月 13 日 下午 3:59 
@Kihtan Yes I play it on 1.3 and it works fine. Even with Ideology. I can't speak on Royalty. But I'm sure it should be fine too.
Gouda quiche  [作者] 2022 年 4 月 15 日 上午 8:09 
@Brewmaster it's impossible now because it's chosen depending on the pawn (number id % 3). I am glad you like it.
Brewmaster 2022 年 4 月 15 日 上午 5:32 
Hi there, I was trying to change the configs so that my Zoltan would start with all abilities, but I am guessing this is controlled by your code? I have tried to tweak the ZoltanHediffGiverSet, and even add/remove custom hediffs, but something is replacing these hediffs. Is there a way I can choose the ability my Zoltan will start with, or start with all? Awesome mod by the way. Thanks!
tankuwell 2021 年 9 月 18 日 上午 11:18 
Zoltan!
Kihtan 2021 年 7 月 27 日 上午 6:33 
Hi, anybody still playing this mod? Does it work on 1.3?
VALT13L 2021 年 3 月 3 日 上午 6:01 
Resolved, working fine now :) you were right, it was indeed RimThreaded that was causing crashes. Thx for mod :)
VALT13L 2021 年 3 月 2 日 下午 11:02 
Fair Point.
Gouda quiche  [作者] 2021 年 3 月 2 日 下午 2:39 
Maybe you could wonder why Rimthreaded requires a ton of work from their creators. They basicly have to patch for every class in the game. It is known to not work with anything until there is patch for it. I read that rocketman mod is more compatible with everything. On paper threads look like a good idea. It's not when there is a legacy and a living community. Threads are good when implemented from the start, not when you have to patch every single existing class made by Ludeon or any other modder..
VALT13L 2021 年 3 月 2 日 上午 4:38 
Nope. Only thing in my modlist i can really think of that does that is Rimthreaded (maybe, i dont know) and Haul To Stack, maybe a few other QoL mods. Not very many AI mods like that i mostly focus on additions and upgrade mods.
Gouda quiche  [作者] 2021 年 3 月 2 日 上午 4:29 
You must have a mod that does something to the AI. Crystals dont have a single line code related to AI. They have an ability that is never triggered by the AI, but only by the player. Anything special in your modlist ?
VALT13L 2021 年 3 月 2 日 上午 4:17 
Got the updated version of JecsTools for another mod. Your race mods are goddamn beautiful but they cause catastrophic crashes when i use them. AI freeze follows it, especially the Crystal Race mod, thats a personal favorite but it breaks every time its loaded, killing the AI.

I are sad. Berry sad. Sadface.
Stanley Peterson Lau 2021 年 2 月 1 日 上午 12:21 
I have Rimworld of magic and Zombieland MOD. Some of the zombie with shieldmet did not break. Only be killed (small chane) by magic "siphon mana" which ignore the shied.
Rimworld of magic, Zombieland and Zoltan race are good MODS. I hope they can be played together.
Gouda quiche  [作者] 2021 年 1 月 31 日 上午 8:48 
@Stanley Peterson Lau: I just tested and the guy with a shieldmet got killed as he should have. No invulnerability. Do you know if you have specific mods that could have an impact ? Was there some special conditions ?
Gouda quiche  [作者] 2021 年 1 月 31 日 上午 6:26 
@Stanley Peterson Lau: I will check your issue. Thank you for the report.
Stanley Peterson Lau 2021 年 1 月 31 日 上午 5:42 
Is it a conflict to other mod that makes some of the enemy shieldmets never break? How to disable the shieldmets be wear by the enemy? Thanks.
Gouda quiche  [作者] 2021 年 1 月 30 日 上午 11:29 
LivingPowerPlant
I still need to fix that because there are many mods that can remove hediffs. Luciferium can do it too. Thank you for the report no matter what.
Laowai 2021 年 1 月 30 日 上午 8:34 
@Gouda hmm since it looks like i'm the only one who has this issue it's definitely just on my side, what's the hediff for the different abilities? I'll try adding it manually.
Gouda quiche  [作者] 2021 年 1 月 29 日 下午 11:56 
Did you use something that removes hediffs ? The abilities rely on a hediff that stores data.
Laowai 2021 年 1 月 29 日 下午 9:47 
everytime i cast ensparkle it never stops, completely lags out my game and i get this error a million times in a row

Exception ticking visible (at (130, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
at LTF_Zoltan.ExparkleEffect.TryCastShot () [0x000ff] in <9ecfb61ba10f466f8f4d66891e4eedf2>:0
Stanley Peterson Lau 2021 年 1 月 29 日 上午 6:10 
I am wondering why some enemy shieldmets is unbreakable. Any information of shieldmets? Thanks.
Gouda quiche  [作者] 2021 年 1 月 29 日 上午 12:14 
Yes the scenario appears. JecsTools version should not matter.
Aravox 2021 年 1 月 28 日 下午 4:52 
@Gouda Quiche, does that mean you fixed the issue of the scenario not showing up at the beginning of a game? Also the Jec Tools im using is the continued version, which is updated, the original Jec Tools has been dead for ages now.

I'm just trying to get this mod to work.
Raptorias 2021 年 1 月 28 日 上午 5:49 
After the update, all my Zoltan (3) colonists disappeared and I can't find Zoltans listed in the Spawn colonist menu.
Gouda quiche  [作者] 2021 年 1 月 28 日 上午 12:25 
@luh mao @Tzion Barlev:
Sorry I did a mistake while uploading it last time. Folders overhaul and Publisher mod and not checking by me was bad. Sorry for the disturbance.
Aravox 2021 年 1 月 27 日 下午 7:34 
I just sub'd to this ,and i see no scenerio for this species. No faction on map, and yet in mods it seems to be working
luh grunch 2021 年 1 月 27 日 下午 1:45 
everything related to zoltans dissapeared from my save? all zoltan colonists, buildings, research, and i assume npc colonies too, i wouldn't know, because opening world map breaks the game.
Gouda quiche  [作者] 2020 年 10 月 15 日 上午 7:54 
@aerosAtar it shows when dev mode is activated
AerosAtar 2020 年 10 月 15 日 上午 4:02 
@Gouda quiche
I am seeing "inactive CompOvercharged" listings in the infocard for all of my pawns and most of my power consumers. Is there a way to hide the comp when it is inactive? Or is this an incompatibility with RimHUD (or something else)?
Gouda quiche  [作者] 2020 年 9 月 23 日 上午 9:01 
It's definetly the Zoltans that have an issue. I usually save another time when it occurs, and it dissappears. But I dont play long games, only the one the to test things out. It's really a strange behavior and it does not happen every time, which makes it even more odd. I will work on that, sorry for the annoyance.
Ai Spacedestructor 2020 年 9 月 23 日 上午 7:59 
i was using all of your FTL Race mods but recently found out there is critical issue as rimworld on starting gives out a warning 1 for each pawn using one of your races that information are stored wrong and that it will cause issues, on loading it actually does break the game to a stare where i cant fix it but have to start new without the race mods. im adding a link to the log [gist.githubusercontent.com] i uploaded so you hopefully can fix those races cause i would love to be able to use them longer then 2 hours without breaking the game beyound repair
Gouda quiche  [作者] 2020 年 9 月 7 日 下午 6:29 
No, that power does not use JecsTools at all. I feel it's your batteries that are slightly different than the one from vanilla. It seems you have many mods related to energy and I would not be surprized that they use a modified mechanism. Vanilla uses CompProperties_Battery.
Angrysquirrel 2020 年 9 月 7 日 下午 5:35 
I'm using the unofficial version of Jecstools because the official version hasn't been updated. Could that be why the battery isn't charging? RimWorld> Workshop > lbmaian's Workshop. 188 ratings. JecsTools (Unofficial)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195729899&searchtext=jecstools
Gouda quiche  [作者] 2020 年 9 月 7 日 上午 3:40 
Does your zoltan have the livingpowerplant hediff ? he should. This hediff looks for comp_battery ( it only works for batteries, not the circuits nor the power generators). If you have a mod that changes patches comp_battery with something else, zoltans may have nothing to plug themselves in. Please tell me what it is, so I can develop a compatibility with that mod.
Angrysquirrel 2020 年 9 月 6 日 下午 10:47 
The batteries don't seem to charge. I put them on a subsurface conduit and nothing. Also tried putting them on one of RT's circuit breakers. Then tried next to a nuclear reactor. Then tried next to a geothermal. No charge. :(
Gouda quiche  [作者] 2020 年 8 月 30 日 上午 11:45 
They spawn with 1 ability from the pool of 3 abilities.
xChibi 2020 年 8 月 29 日 下午 7:02 
do they spawn with pre-determine ability or do they gain it as you play along?
Gouda quiche  [作者] 2020 年 8 月 19 日 下午 6:32 
There is a job restriction when they can teleport on autocast. Search and destroy must have its own job definition. I will create a suggestion thread and put yours in it, to not forget about it. I am working on another mod rn and I dont want to do fast changes that could have bug consequences.
Krazyfan1 2020 年 8 月 19 日 下午 4:52 
Would it be possible to make it so that if you have Search and Destroy active, a Zoltan that can teleport is able to use it to teleport between targets and to get to the battle faster?
I have seen it used to get back home faster, but they still had to walk to the battle in the first place.