RimWorld

RimWorld

Apini Playable Race, Continued!
341 Comments
Jack7D1  [author] 22 Sep @ 1:00pm 
Is there something in specific you're hoping for? This update was only some slight tweaks.
Cibo 22 Sep @ 10:51am 
yay, i was so sad, always checking my rimpy list for an update on the apini, i want my flying bug hive! thank you so much,
Jack7D1  [author] 20 Sep @ 5:18am 
That's all biotech stuff, which this mod is currently entirely passive towards, not to say nothing could ever be done.

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.
Deep_Dark 19 Sep @ 11:09pm 
I had a similar Bout of child abuse! Cept it was an Azuri i captured...

...while i am here, are Azuri supposed to be based on those aggressive blue wasps?
-=Ðﮐ=- Arctic Howler 11 Sep @ 9:43am 
I hope someday the Apini learn to put their infants in cribs, cause mine just dumped their babies in the rain outside XD
Jack7D1  [author] 30 Aug @ 12:51pm 
Throws an error since they changed the wax defname looks like.
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.
Deep_Dark 28 Aug @ 10:31pm 
Thank you kindly!
Jack7D1  [author] 28 Aug @ 3:40pm 
That's right! Looks like it was renamed, should still work just fine. I'll give it a look this weekend.
Deep_Dark 28 Aug @ 7:08am 
Sort of new to the Rimworld modding culture, This says it's comparable with "Rimbees", but that mod, from what I've looked into, has been Renamed "Alpha Bees" and has been taken over by another Modder.

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?
Jack7D1  [author] 19 Aug @ 2:32am 
Slavery system working as intended :p
Chromium 18 Aug @ 11:47pm 
You don't have to, this way you need to have one in your colony; it makes them unique and valuable, don't change it :D
And yes I had the projects researched and now I have the bed constructed, bought one apini from a slaver
Jack7D1  [author] 18 Aug @ 3:57pm 
I forgot about that, the items don't appear if you don't have any Apini. I'm not sure how I can change that sadly.
Also double beds require a research item to be completed, make sure that is done.
Chromium 18 Aug @ 5:30am 
I m using your mod a long time ago but never had a reason to build any of their buildings until now that I bought royalty and the royal visitors need a bee bed:buzzed: :steamthumbsup:
Chromium 18 Aug @ 5:27am 
I tried to disable-enable the things in the mod options menu and restart the game, couldn't manage to make it work so anyone can build them, the items not apearing, but I did a quicktest world and if you have 1 apini as colonist ,the buildings show up. Good mechanic :)
Chromium 18 Aug @ 4:05am 
Thank you Jack , I go and look into it now.
Jack7D1  [author] 18 Aug @ 4:00am 
Only apini can build the double beds, they are under "Apitecture" in the build menu.
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.
Chromium 18 Aug @ 3:31am 
Hi, my royal bedroom requirement is a double honeycomb bed, but I can't find it anywhere andnobody sells it, also I can't find a way to make it , did I softlocked myself with this?:buzzed:
Jack7D1  [author] 23 Jul @ 3:59pm 
I'm not sure, I don't have the DLC nor do I want it. It might work though.
karrip1978 22 Jul @ 11:09pm 
Does biotech work?
Jack7D1  [author] 11 Jul @ 4:53pm 
@Niniisan Of Waterdeep
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.
StegosaurusTTV 13 Jun @ 7:04pm 
What a based mod maker. Doesn't ask for donations because the mod was worked by many people, how wholesome.
Niniisan 3 Jun @ 5:11am 
Gotcha, thank you :D time to enslave bees then, that's fine too! Finest rimworld experience
Jack7D1  [author] 3 Jun @ 3:22am 
In theory! I haven't tested the Ideology DLC too much but I think the HARs library is great at handling restrictions per-pawn rather by faction.

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.
Niniisan 2 Jun @ 4:58pm 
Interesting :eyes: so if for example I enslave an Apini, it could construct for me, OR I could remove the restrictions if I really want to?
Jack7D1  [author] 2 Jun @ 2:59pm 
Technically, no. However you are able to disable building/recipe restrictions in the mod settings.
Niniisan 1 Jun @ 5:04pm 
Is there no way to get any apini product/production items and buildings without being an apini?
Jack7D1  [author] 3 May @ 2:35pm 
Pollen dust is a byproduct of distilling pollen balls in the distiller, the learning helper might have more information that you that you might want!
Jake4159 3 May @ 8:44am 
How do I get pollen? I managed to get pollen balls but not pollen itself.
Jake4159 28 Apr @ 3:23pm 
Well, you sure got my thanks. :steamhappy:
Jack7D1  [author] 28 Apr @ 3:19pm 
It took a steel resolve to prevent a biotech dependency.
Jake4159 28 Apr @ 1:51pm 
A race mod without dlc requirements, nice. :steamthumbsup:
Jack7D1  [author] 26 Apr @ 6:41am 
It doesn't look like either of those errors are generated by this mod.
ASMR gaming 22 Apr @ 7:18pm 
📛 “Could not register node named … already used” | duplicate base‐class names like MBSG_StoppableGenesBase | Two defs share the same <defName>. | Rename one of them (append _2) or disable the sub-module that duplicates it (often a “Lite + Core” combo both enabled).
🗂 “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.
ASMR gaming 22 Apr @ 7:18pm 
Priority | Symptom pattern (search-term) | What it really means | Fastest way to fix
🚫 “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.
Jack7D1  [author] 5 Mar @ 3:22am 
I feel the new age fork is meant to appeal to newer players, which I respect.
This one is very much a sort of preservation of the classic feel of it. Thanks for the kind words!
Zairya 5 Mar @ 12:52am 
Feel hugged. We all do this as a hobby and we have different preferences. I tried glitched's version and it feels off. I loved apini back in A17 as much as Argonians and my own race picks up their lore.
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.
TurtleShroom 6 Dec, 2024 @ 5:42pm 
I read the entire thing that you posted, and if it makes you feel better, I'm one of those people too. I agree! It is stupid to abandon maintenance without a desirable reason! I would update my Mods for as long as I played the game, too!
Jack7D1  [author] 6 Dec, 2024 @ 1:49pm 
The rest of this is unprompted beyond the topic. However I've been thinking of these things off and on for some time and figure I'd put my thoughts down for the record.

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.
Jack7D1  [author] 6 Dec, 2024 @ 1:49pm 
Frankly if I am the only one who every uses this mod as I play Rimworld for 4 hours a month, that's fine by me. The mod as I enjoyed is available for others and can be enjoyed as I had.
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.
Jack7D1  [author] 6 Dec, 2024 @ 1:45pm 
He decided that implementing his biotech compatibility stuff was easier in a new mod rather than adding it to this already existing one because he wanted to make a few other changes I disagreed with namely flying and the respriting that is ongoing.

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.
TurtleShroom 6 Dec, 2024 @ 9:25am 
The continuation of this Mod, by Corrupted Glitch, is a major improvement to this one. OP, I'd contact him and ask if you can implement his code.
Jack7D1  [author] 6 Dec, 2024 @ 5:10am 
Thanks for the kind words, I feel very lazy leaving this behind for so long after promising tons at the start of the year. I have some ideas on how to keep things moving consistently...
glassdied 17 Nov, 2024 @ 9:22am 
Thank you for your work on this mod, it's a favourite of mine and your efforts are greatly appreciated!
Royal Coyote 13 Aug, 2024 @ 4:29pm 
Jw will this work OK with ce
BobuxStealer 30 Jun, 2024 @ 7:07am 
I've seen a 1,4 biotech patch for this mod which supossedly fixes genes and cribs, I'm gonna see which stuff works and which doesn't but I love this mod so far, great work
Jack7D1  [author] 30 Jun, 2024 @ 5:38am 
I personally am not able to cover active support for Biotech, I'm pretty stretched thin as it is. That's not to say the mod will definitely not work. It probably will, there are Apini lifestages defined in the Defs, so perhaps HARS/Biotech would be able to piece it together and allow births to work.
Otherwise I've always been willing to accept code contributions from anyone who would want to work on active biotech support himself.
BobuxStealer 30 Jun, 2024 @ 4:03am 
since this mod doesn't support biotech I assume the apini can't have kids right?
Jack7D1  [author] 25 Jun, 2024 @ 7:59am 
Apologies! Thanks for the help, I was picking over the whole assembly as of late wondering what was breaking.
tide{S}haper industries 25 Jun, 2024 @ 4:25am 
PSA:

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