RimWorld

RimWorld

Revia Race - Biotech
592 Comments
Dustbin 25 Sep @ 11:24pm 
Not sure where to find the Ritual to change xenotype or genes? I have some children stuck with the "Something missing.." debuff and can't seem to find it as an option at the blood sigil
Chessxn 16 Sep @ 6:47pm 
What's the default behaviour for revia born setting?
Шашлычник ;р  [author] 15 Sep @ 2:06pm 
Will be in next update
Zenzi Aurora 15 Sep @ 9:50am 
So, is there a way to avoid the sacrificed mood penalty for non-revia? Ideology setting or otherwise?
Bits_and_Bytes 8 Sep @ 11:16pm 
thanks for such a quick fix we really appreciate it
Honeydew94 8 Sep @ 4:53pm 
Absolute Chad, i just started my new play through and everything broke :( Wasn't expecting a fix this fast. :steamthumbsup:
Underblade 8 Sep @ 9:19am 
Это не человек... Это же АНГЕЛ!
Jas 8 Sep @ 5:02am 
Thanks for the quick fix!
Шашлычник ;р  [author] 8 Sep @ 2:53am 
Fixed the issue with Facial Animation. Thanks for report.
Highwayman 7 Sep @ 10:28pm 
wonder what the heck's causing this mod to have a seizure and die? guess FA changed something that was important to this mod.
Шашлычник ;р  [author] 7 Sep @ 1:58pm 
Will take a look
Zanster 7 Sep @ 1:08pm 
For those using (recently updated) Facial Animation and have missing faces, you can try removing "FA_Compat" patch folder from this mod to fix the issue. It'll probably break "Revia Race - Facial Animation" mod if you're using that though.
Jas 7 Sep @ 1:01pm 
It has been confirmed that with this mod conflicts with the new NL Facial Animation - WIP update from earlier today. All pawns are head/faceless.
蟹ミソアイス 7 Sep @ 10:15am 
It appears that after the MOD update, all Pawn faces disappear when Facial Animation is introduced.

MODの更新によりFacial Animation導入時にすべてのポーンの顔が消えてしまうようになってしまったようです。
Danniel 6 Sep @ 4:13am 
How many sacrifices of live prisoners does it take to get more tails for a revia? They don't seem to get stronger no many how much they kill.
Ballistic 4 Aug @ 4:07pm 
any idea why this female colonist was born with an incomplete gene set when the setting is set to "Revia only born Revia" with the no hybrid setting on?
тетеря, блин 1 Aug @ 8:18pm 
clicking ressurect and full heal in Character Editor removes tail.
тетеря, блин 31 Jul @ 1:05pm 
would be great to have a compatibility with this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3501317537
VioletSkyeS 20 Jul @ 7:49pm 
Minor bug you can sacrifice the Drones from Odyssey to the gods I don't think that's meant to happen unless they are machine gods lol
Sai 20 Jul @ 3:11am 
Hi, so I read online that if I gave a colonist one of the Revia xenotype genes I can use the Blood Sigil to turn them into a full Revia and therefore propogate how many foxes I have in total slowly over time.

I don't seem to be able to do this after giving someone the claws gene. Is this still possible or is there a way to do what I want to do :) Thanks! I want many foxes ha
salt_babe 17 Jul @ 11:16am 
Yes! No HAR gang!
Шашлычник ;р  [author] 17 Jul @ 11:09am 
The issues with trading (problem on Rimworld's side, posted a temp solution to avoid it) and Red Haze have been fixed.
Nooctae 17 Jul @ 6:08am 
It might be a mod conflict, but red Haze is fully bugged for me right now. The item has no description. Taking it creates the dependency and gives the correct stats, but consuming the drug does not refill the need, nor does having the need bar reach 0 creates any negative consequence.
Шашлычник ;р  [author] 12 Jul @ 8:16am 
Thanks for your work, I think it'll help to find a cause of this odd error.
salt_babe 12 Jul @ 7:25am 
After further testing, the following "Hediffdef" might be the culprit.
I use Cherrypicker to disable the following Hediffdef, and the problem can no longer be recreated.
"Soul reaper (1) to (9)"
"Claw"
"teeth"

It's worth noting that other Hediffdef like "Red haze" "gash" etc. don't contribute to the bug.
Just want to inform you about my discovery. Not mean to rush you or anything cuz that might be caused by other issue and not this mod.
Шашлычник ;р  [author] 12 Jul @ 4:58am 
Weird bug... Will try to fix it later, but I'm not sure if this mod caused it...
salt_babe 12 Jul @ 2:50am 
It will only happen half of the time when trading with base game faction. So you might need to try a few times. Thanks for your hard work.
salt_babe 12 Jul @ 2:46am 
Trading with settlement will result error that no goods will be spawned. Test with only this mod and Harmony
Yrm1e 30 Jun @ 1:20am 
I turned one of my revians into a male and it killed him instantly lol

said they rejected the revian genes. I probs forgot to tweak a setting lmao
Шашлычник ;р  [author] 29 Jun @ 11:38pm 
For 1.4 only
AOITAKA 29 Jun @ 9:44pm 
Do I need Better Gene Graphics Framework? Rimpy shows this mod need Better Gene Graphics Framework to work.
Шашлычник ;р  [author] 26 Jun @ 3:25pm 
I've removed a Harmony assembly from the mod (it is specified as dependency so we don't need another local copy of it)
Thefallenpea 26 Jun @ 5:10am 
asking this with genuine curiosity, how and what magic did you use to make the size of this version way smaller than the original?
SanDimas 18 Jun @ 1:08pm 
damn still strange tho, i mean i have the revia enabled and the prisoner arena but revias dosent appear even as faction on dev mode they dont even exist, one mod must be conflicting then what mod dk i have like 200 mods tbh im too lazy to check them lmao
Шашлычник ;р  [author] 18 Jun @ 12:38am 
Can't reproduce the problem:
I've launched the game with both mods active, imprisoned 2 pawns (colonist and Revia raider) and had them both play chess to get recreation when their need is low.

I have nothing that interacts with recreation

Also I found that I forgor to send 1.6 update there:headbash:
Triel 17 Jun @ 6:25am 
Right, this person also mentioned that this mod supposedly conflicts with prisoner recreation because prisoners don't get recreation need with it but do without. I dunno what could possibly conflict though, but maybe you got an idea
SanDimas 16 Jun @ 2:11pm 
sup just wanted to say cool mod, i was installing prisoners mods for reasons, prisoner recreation and prisoner arena, i was like cool another one for the 200 list lmao, and yeah the arena spot use the same sacrifice spot and the arena, or clockwise if you install revia first arena spot is disabled, so pretty much yeah its conflicting or smt, just saying that, have a good day
Шашлычник ;р  [author] 14 Jun @ 2:51pm 
1.6 update
There will be content update for 1.5 and 1.6 tho
Шашлычник ;р  [author] 14 Jun @ 8:53am 
Revian projects have limitation by default - only Revia able to research it. You can disable it with mod settings tho.
LukieDukes 14 Jun @ 8:43am 
dunno if its a bug but ive been unable to research Revian Equiptment UNLESS my Revia colonist is the one to do the research also interesting I have a debug: finish now on all other research except the Revian Equiptment
Surasu Undying 13 Jun @ 7:54am 
@Vulkandrache I would like the info, i sent friend request already hehehe
Vulkandrache 12 Jun @ 11:18pm 
I didnt think you only wanted one.
My colony of 65 years went through about 800 offspring.
The campaign took me 3 weeks to set up and almost a full year to play.

I started with one pawn with the Puppeteer Psycasts and the Incorporate ability.
Loss condition was to either have him die with no other body to jump to or the colony
losing its last pawn with Incorporate.
Fertility for ageless pawns was aroung 5%.
Animal to archotech with "Arcane technology", "Research reinvented"
and "Early times" and 0 technologies researched.
Main enemy in the midgame were the N4 from Void.

I believe i had a 2.3 multiplier for the growth and 2 per level base.
Level 1->2 took 2 stones. Level 9 was reached with around 2300 total.
This allowed children to get to level 4 quickly, without costing the long-term pawns too much progress.

If you want some more info i dont mind having a private conversation.
But be prepared to see some mods that most people arent going to use.
Surasu Undying 12 Jun @ 10:14am 
@Vulkandrache Could you please send me the complete list of bloodstones per level?

Also i made her deathless and Nonsenece with the gen of Sterile and exotic organism (This gene makes she the only one of her kind) Any sugestions you had the better!
Vulkandrache 12 Jun @ 9:30am 
Give genes that make a pawn live longer a coresponding penalty to fertility,
so they are less likely to pass on.
Increase the bloodstones needed for higher levels. I found ~2500 to level 9
a good balance for ageless pawns.
Decrease the lifespawn bonus from +170% to something more resonable.
In my 1.4 generations playthrough the Revia were one of the better Xenotypes used
but only one of many. My best pawns had their genes mixed in with lots of others.
Some of those Xenotypes came from mods not found on Steam.

I would recommend using a mod that gives all Genes 0 metabolic effect.
Surasu Undying 12 Jun @ 8:29am 
I am thinking of making an "archo-revia" xenotype for my personal generations playtrhu. Any sugestions as what to add to this already perfect race? By the way

BLOOD FOR THE BLOOD GOD. SKULLS FOR THE SKULL THRONE

BURN MAIM KILL

HAIL KHORNE. (Sorry i am a big fan of khorne)
UnWiseSage58 4 Jun @ 3:56am 
is there a way to get the revia tail gene that dosnt require ether being a revia from the get go
or gene editing
like a quest or something to gain the blessing of Skarne?
Evono 22 May @ 12:15pm 
@martin Use rimsort not rimpy.
martingolding96 21 May @ 9:09am 
I added it anyway so I could get rid of the warning when running Rimpy
Шашлычник ;р  [author] 21 May @ 3:33am 
@martingolding96, for 1.4 only
martingolding96 20 May @ 3:29pm 
Rimpy is claiming that Better Gene Graphics Framework is needed