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The Azuri were actually modeled in design and intital background after the Cuckoo wasp, which are solitary in real life.
Though they since turned into their own thing that have no real world versions.
I'm still pecking away at a new background for the Apini and Azuri, I put my initial thoughts down here: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2204437968/600779821140774263/
Feel free to add anything to discussion.
...while i am here, are Azuri supposed to be based on those aggressive blue wasps?
I don't want to maintain the patch for it since it's a VE mod now. Even with the patch completely disabled there is no trouble with the two mods, it just lets you use the rimbees wax as apini wax.
Is this mod still compatible with Alpha Bee's or has the mods split apart since it was called Rimbees... and if not, do you know a good Patch to make them work together?
And yes I had the projects researched and now I have the bed constructed, bought one apini from a slaver
Also double beds require a research item to be completed, make sure that is done.
If you would like to allow everyone to build otherwise apini-only buildings you can disable building restrictions in the mod settings.
If this doesn't work after a restart let me know.
I finally got the save system fixed and out on master branch.
I get the feeling the way I've implemented it is pretty bad, but I didn't have anything to use as example for what I wanted to do.
The way the mod settings do their job is a little hacky and are sensitive to stuff moving around or changing names.
I test them for each update. Last update was a while ago, I just checked it again and it looks like it needs fixing...
Until I manage (probably just need to recompile) to fix it you can find a slave to do it for you :p
It is the intended space slavery experience after all.
Gosh I love this new clip feature.
🗂 “Could not resolve cross-reference” / missing textures or sounds | • missing Texture2D UI/commands/GR_…• missing SoundDef MeleeHit_Wood_Sharp | Cosmetic only—game spams the console but will still load. | Find the mod whose path prefix matches (GR_= Genetic Rim, UI/commands), then:– verify the PNG exists in Textures/…. If not, update the mod or re-add the asset.– for sounds, drop in a dummy SoundDef if you can’t update.
🚫 “PatchOperationReplace/Remove/FindMod … failed” | • [HRK] Gun Nut – FN SCAR• Apini Playable Race, Continued!• More Pain Genes, More Psychic Sensitivity Genes etc. | The patch tried to modify a def that doesn’t exist at load-time (wrong defName or the mod it targets is below it in your list). | 1. Move the patching mod after the mod it targets in the mod-order list.2. If it’s already later, the target defName has changed—update the XPath or grab the mod’s latest version.
🔥 “XML … defines the same field twice” | duplicate displayOrderInCategory, hideGene | Author left the same tag in twice; harmless but stops RimWorld from finishing XML parse. | Open the offending file (the path is in the log) and delete the second copy of the field. Example: displayOrderInCategory appears twice in Ageless gene—remove one.
This one is very much a sort of preservation of the classic feel of it. Thanks for the kind words!
I'm just not capable of maintaining Apini or being of much help in this regard. I'm struggling with my race but I share your ideal as well. Sera did a lot for HAR and Rimworld and I don't like brushing this aside by completely overhauling and overthrowing their ideas and principles.
The code he is working with is under the MIT license for this reason. My goal is not to own the mod, just keep the mod I've enjoyed for quite some time available to be enjoyed just as I had that's how it started and I would consider it an insult to switch it now. Besides, unlike him I can't devote enough time to make sweeping changes, nor would I want to.
I would also consider it an insult to abandon maintenance without a very excusable reason. As far as I can tell I seem to be the only one with this ideal that also has the means and desire to do so. Not to say such a person would never come about, but the people I've seen around Rimworld have not been getting better integrity-wise.
The day will come that my own life develops in a way that it would be unacceptable to use free time to work on a video game mod, but even then I would try my best to get things right. By then there will be one or more parallel projects of the mod, so if by that time no one comes around who could carry on the ideal then I will declare a 'definitive edition' of Rimworld and all dependent mods and reduce my efforts to maintaining a workshop entry.
This is mostly a note for the future than anything else, but I appreciate it if you read this part. This block of text probably looks bad but I promise it isn't.
Also, Minecraft 1.7.10 is its definitive edition.
I really think it's going to be a completely separate experience of the mod that is more aimed for the newer, younger audience today. Wheras I suppose then this one would be for more 'legacy audiences.'
My goal is to keep the original vision of the mod maintained and working. I don't have much interest in bringing in his changes.
Otherwise I've always been willing to accept code contributions from anyone who would want to work on active biotech support himself.
Since the author packaged the whole of Unity & HAR into this mod while compiling, this mod now is breaking with the new HAR-update and other HAR mods.
For the user; open the mod and make sure to delete everything in the Assembly-folder besides the actual Apini.dll
For the author; you might re-upload your current version and make sure to set the toggle in your IDE correctly to only reference the other assemblies and not package them with your project! If you're not aware of that, the Rimworld Discord (#mod-development) is always there to help. o7