RimWorld
Oni of the Rim - Race mod
141 σχόλια
X_Patrasche_X 26 Ιουλ, 11:45 
Yeah. It's funny how they look now. I'll see a new run later. I'm currently running [CAT] Show Hair With Hats or Hide All Hats, but that mod hadn't given me any problems before. I think it's a mod on my side, cause Yuran traders started showing up with the pawns' texture invisible. Imagine their clothes, armor and misaligned hair floating in the air. As if Aragorn suddenly arrived at Gondor with a different army.
Tarojun  [Δημιουργός] 26 Ιουλ, 9:26 
I have not seen issues in my bare bones set up for testing. Is this a consistent thing between different worlds? If just specific to your current save, then it may be an ideology setting for the hairs to somehow have them bald (Which really shouldn't, but I don't remember much messing around hair stuff since it always worked)

Otherwise, I am not certain why, since the hair is very much a standalone specific for the Oni.
X_Patrasche_X 25 Ιουλ, 19:28 
Hi. This is one of the mods I can't go without. But recently all male onis have showed up without hair. Females are fine, but male onis and ancients are as bald as Butterbean. Maybe a mod conflict, or a new fashion trend.
Tarojun  [Δημιουργός] 19 Ιουλ, 8:28 
I have not seen it disappear just because they were in a fight. And I have gone through many combat tests, and enough playthroughs that the only time it goes missing is if when that body part gets destroyed or removed by surgery.

That body part has 20 HP, which is same as a jaw, and small hit chance like the nose, so it is very rare for it to occur.
rivera.jose.m97 19 Ιουλ, 5:20 
I'm having an issue for several updates now where the horn of the oni will vanish if he fights :cry:
Tarojun  [Δημιουργός] 9 Ιουλ, 17:45 
Updated for RimWorld 1.6 (unstable) version, and don't seem to have errors.

I think I managed to enable custom hybrid Oni races, and there is instructions how to enable them to interact with race locked Oni dust stuff.
Croockers47 29 Ιουν, 11:09 
Fair enough. I do love setting up an ideology with venerated megaowls and then breeding a bunch of them before sicking them on my foes. Will be even better if they can fly.
Tarojun  [Δημιουργός] 29 Ιουν, 10:34 
Oni themselves don't fly, despite having a feathery attribute, but the Mega Owl is going to be controversial due to how many complaints on them wiping out colonists as is already. I most likely will add them being able to fly, but option to turn that off too.
Croockers47 28 Ιουν, 17:29 
Quick question for the upcoming 1.6 update. With critters being able to fly, are there any plans to allow Mega Owls (or even the Oni themselves if pawns are allowed the same flight) to fly?
Svela 9 Φεβ, 20:37 
I have an interest in making a "hybrid" Ancestral Oni pawn. If I add the Ancestral Oni hediff to another pawn body would that be enough? Like, would my pawn start to shed feathers and horns? Will they be able to have the special Oni powers without them disappearing after each use?
TurtleShroom 8 Φεβ, 10:32 
Why did you remove the plain Oni Beds and the Oni Oven? Will you ever add back the means to access the "old style" body textures?
SanDimas 23 Νοε 2024, 11:35 
just asking, are they ce compatible for the guns
Kual 20 Νοε 2024, 3:32 
Hi there! I hope you don’t mind me asking, but do you have any plans to create an animal-only version of the Oni mod? I’m not too keen on using the Alien Framework as a prerequisite, and I absolutely loved the original animal version made by the creator.

Since the original mod isn’t being updated anymore, I thought about trying to fix it myself, but… I have zero experience with coding. Plus, the code for the animal mod from version B16 is soooo different from the current version. 😭

I’d really appreciate any help or advice you could offer! 🙏 Thank you so much!
Svela 29 Οκτ 2024, 1:32 
"In a sense, the current textures are "placeholders" without breaking them later once I can get around to that update. Burn out hits sooooooo hard."

I understand, take your time. I am simply eagerly awaiting more updates as the Oni are my favorite race mod, Ratkin being a close second. If I have spare time I might attempt to adjust the "pointy" texture myself, but I am quite busy so I do no know when that will be (that, and I am uncertain if I will even be able to adjust it to begin with). As such, do what you are already planning on doing and if I happen to accomplish something on my end then I will share what I did, assuming you'd be interested.

Thank you for the updates! :D
Tarojun  [Δημιουργός] 28 Οκτ 2024, 14:18 
Once I can plan a general direction to take for the Ancestral Oni to expand upon them, I will also hire an artist for all the new stuff, and to do what I couldn't for the head, hair and horn textures all in one go.

Currently, the Ancestral Oni are purposely left as an enigma for the main race's lore by design, and as a call back to the original animal mod the race is based from on the outside. Kind of an anomaly themselves, before the anomaly dlc was even a thing, haha.
Of course, they won't be going down the anomaly-esque feel and route like that named dlc though, haha. Also as a principle I follow, I will never DLC gate primary content of my mods. Which is why there'll never be a "biotech" version of this race as that violates that principle. Plus xenotypes are still classified as humans in the end and not aliens, so that is already incompatible on such a notion from the get-go.
Tarojun  [Δημιουργός] 28 Οκτ 2024, 14:01 
The entire thing boiled down to my incapable skill of "separating" the hair and horns from the head of the Ancestral Oni, to allow room for customisation. At that point during development, it was just me left working on the mod and the others have left.

During the big overhaul and updating of the mod, I had made the decision to minimally update the Ancestral Oni, and sacrifice a bit of the old texture feel for the customisation option. This is to leave room for planning on giving them a more dedicated fix up and update to expand the mod, after playing once through the new dlc, and recovering from burn out.
In a sense, the current textures are "placeholders" without breaking them later once I can get around to that update. Burn out hits sooooooo hard.
Svela 27 Οκτ 2024, 22:05 
Tried to add the old texture files but didn't work. Guess I gotta go without for now.
Svela 27 Οκτ 2024, 22:05 
So, turns out the thing I prefer and I am yearning for is the "Female Ancestral Oni Face Pointy," named Female_Average_Pointy in the old files. Seems like the new Ancestral Oni texture file folder does not include the other variants of the head shape like the old folder did. As a result, all other shapes (Normal, Pointy, Wide, etc) actually have the texture of the Normal face. If you happen to have the other texture variants somewhere that were simply forgotten about then an update would be appreciated, but if the other face variants were left out intentionally then no worries. I'll just transfer the old texture variants and rename them to "legacy" or something so I can use the old faces.


Btw, a quick save, quit, and load seems to automatically match the horn color to the skin color of the Oni in regards to the Character Edited pawns. Not sure if this is the case for every pawn, but at least there's a work around.
Svela 27 Οκτ 2024, 21:01 
I quite enjoyed the original look of the Ancestral Oni, such as their narrower face shape and hairstyle. Is there a setting somewhere that will allow these back or were those faces simply removed as part of the update?

Also, when using the Character Editor mod I am unable to change the color of the horns.
Rosen Ritter 9 Οκτ 2024, 12:18 
Ah, fixed it; Facial animations was overriding it, had to untick it's HAR setting in mod options.
Rosen Ritter 7 Οκτ 2024, 14:35 
Loaded up my save for a while back, and my oni now has the facial animation face, instead of an oni face. Any ideas?
HIM 7 Σεπ 2024, 13:58 
Wow, nice! Thank you!
Tarojun  [Δημιουργός] 1 Σεπ 2024, 16:12 
New compatibility and integration with the Oni Xenotype mod complete.

Content is automatically patched for Combat Extended,
Karkino 25 Αυγ 2024, 17:01 
@6262soudai i sent you a friend request! add me if you want and i send you my disc! :coolthulhu:
TurtleShroom 24 Αυγ 2024, 13:33 
Thank you so much for updating this Mod!
Eclair 17 Αυγ 2024, 13:00 
@Tarojun I almost finished except for minor elements. Can I show you on discord or somewhere?
Karkino 10 Αυγ 2024, 8:45 
@6262soudai YEAH LETS GO! THAT SOUNDS SUPER COOL
Eclair 7 Αυγ 2024, 4:56 
I'm making oni xenotype now with new ability of spewing new variant of fire called dark fire. If I finished, I will let you know. I wanna make this great mod more popular and let all people know in rimworld. So, hold on everyone and author.
Rosen Ritter 4 Αυγ 2024, 21:54 
I think the only thing i'd like with these buggers if they had facial animation, but that's asking a lot, really. The new horns are pretty great though.
Tarojun  [Δημιουργός] 27 Ιουλ 2024, 19:23 
I do apologise if I came in quite hard on that. One main aspect that really sent me hard into that direction is because of the skill aptitude adjustments using hediffs are completely locked behind needing Anomaly DLC. If base game could have use of it in mods, it would absolutely fix one design limitation with EPOE-Forked's auxiliary AI. Literally only exactly ONE hediff use this in that dlc!

The tl;dr, higher skill level benefit significantly more than lower skilled users, when the concept is to help lower skilled bridge the gap. Having skill level adjustments solves this, but nope, they don't allow this without Anomaly... So I had to make two sets of the hediffs depending if dlc active or not. Felt so unnecessary letting a niche but flexible creative function go to waste, and add needless complications to modding.
Karkino 27 Ιουλ 2024, 17:38 
well thanks nonetheless ;D
Tarojun  [Δημιουργός] 27 Ιουλ 2024, 16:39 
There will not be a Biotech xenotype of this race, and I despise making anything needing DLC as dependency, because I don't want to content lock people. Reconfiguring things for the DLC feels too much unnecessary things when HAR does what is needed better anyway.
Karkino 27 Ιουλ 2024, 16:29 
i meant as oni of the rim but instead of a har race a biotech xenotype
Tarojun  [Δημιουργός] 27 Ιουλ 2024, 16:28 
I'll have to do a playthrough of it myself to see if the children mechanics is functioning as intended, and how the gene modding affects the Oni. If nothing is breaking, then it is already working with biotech. Don't understand why I would need to fork the mod if things are working as intended?
Karkino 27 Ιουλ 2024, 15:48 
Any plans on making a fork of it to work with biotech?
ElTwoFour 27 Ιουλ 2024, 14:59 
Sweet!
Tarojun  [Δημιουργός] 27 Ιουλ 2024, 12:56 
Combat Extended patch has arrived!

And various other little changes.
xkp92110(orick) 19 Ιουλ 2024, 8:00 
will you add oni gene or oni entity? :P
Tarojun  [Δημιουργός] 19 Ιουλ 2024, 6:51 
Small update on bug fix with Royalty related spawning issues and faction relation oversight with the Oni Freeborn Tribes and Black Talons to not be hostile with the Empire in new games.

Some description updates and the yokai narcotic dart rifle renamed to Oni dart rifle, for shorter name and convenience for the upcoming CE patch. (As it will have more than just a yokai narcotic dart option)
ElTwoFour 16 Ιουλ 2024, 17:56 
Can't wait to play with them!
HIM 16 Ιουλ 2024, 17:29 
thank you for updating 'em
TurtleShroom 16 Ιουλ 2024, 17:21 
YEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH

LET'S FASTING GOOOOOOOOOOOO
FlyingSpaceFox 16 Ιουλ 2024, 17:19 
thank you for the update! love oni!
Rosen Ritter 16 Ιουλ 2024, 17:18 
I saw this go from red to white in real time, many thanks.
DestyNova 16 Ιουλ 2024, 17:08 
Very nice. Thanks for your hard work!
Tarojun  [Δημιουργός] 16 Ιουλ 2024, 16:48 
Race mod updated to 1.5!
CE patch is now next to be made.
TurtleShroom 13 Ιουλ 2024, 18:10 
THANK RANDY.
Tarojun  [Δημιουργός] 13 Ιουλ 2024, 17:04 
Estimate release date: This coming Monday or Tuesday.
Work on CE patch will be started following after this standard release.
Tarojun  [Δημιουργός] 30 Ιουν 2024, 15:14 
Thanks, but it has reached the final stages where I'm fleshing out the factions and their loadouts. After that is getting it checked over on the CE side of stuff where I'll be asking on the CE discord for some assistance.

It is more textures I struggle with, with just a few ability icons left to do. And when the new guns texture commission arrives. Yes, new industrial and spacer tier guns for the Oni.

My aim for their balance is to be as relative to vanilla as possible, but at same time they can compete against other mods with overpowered stuff. Debuff stacking on vanilla or bit above will have little effects, but overpowered stuff tend to survive longer, so debuffs gonna stack harder to curb against op stuff and drag them back down to earth.