RimWorld
Vanilla Races Expanded - Hussar
291 opmerkingen
jotek2000 11 okt om 8:54 
Hey, I've noticed a thing about the metabolic efficiency of this xenotype. When I checked Hussar's genetic composition in xenotype creator, it showed 0, just like in your mods description. However, when spawned in game, Hussars have -3 efficiency. It is because weapon aptitude gene is not actually visible in the editor. I guess it is because this gene only gets applied to pawns existing in-game. This makes them less usable, and looks a little bit like a bug, as it's contradictory with mod description, but I am not sure. Did anyone else notice this or is it just me?
totalledcord 9 okt om 15:45 
are unique weapons affected by the weapons gene? I don't know if they are considered different weapons.
Elkones 3 okt om 16:17 
Extremely minor feedback but on the graphics that show the genes on this page, Hussars have Tox Resistance. However both in the vanilla game and your mod Hussars don't have that and instead have partial Antitoxic Lungs.
Also your icon for cold tolerant has the arrow going the wrong way compared to the game but it might be more logical the way you have it.
Sarg Bjornson  [auteur] 19 sep om 5:22 
I just tested, and there is nothing wrong. Test with only this mod active and you'll see
郑哥 19 sep om 5:18 
The third image in your mod's description—the one showing the location of the weapon talent genes—has generated the trait weapon talent genes from the Odyssey DLC at that position.
郑哥 19 sep om 5:08 
It's indeed because this mod generated the new trait weapon talent genes from the Odyssey DLC. I just tried deleting all textures and regenerating them, but it didn't work.
Sarg Bjornson  [auteur] 19 sep om 4:31 
Do you mean the unique weapons? Those don't generate as genes
Sarg Bjornson  [auteur] 19 sep om 4:25 
What "trait weapons and genes"?
郑哥 19 sep om 4:25 
I'll delete all textures and try regenerating them.:steamhappy:
郑哥 19 sep om 4:18 
The newly released trait weapons and genes in the Odyssey DLC have no texture maps.https://store.steampowered.com/app/3022790/RimWorld__Odyssey/?l=schinese :meepdrool:
Sarg Bjornson  [auteur] 18 sep om 9:00 
Who makes a weapon with no texture?
郑哥 18 sep om 8:57 
There will be an error in the game if there is no texture map for the "Gene: Specialized Firearm Proficiency".:steamsad:
Sarg Bjornson  [auteur] 4 sep om 14:24 
100% your modlist
Holnicote 4 sep om 13:49 
might just be my mod list, but this mod breaks world generation by stopping any faction bases from being generated.
Dr. Watson 30 jul om 14:51 
Is it no longer possible to have Robust + Toughness anymore, or did I mess up my mods?
Xodus 29 jul om 16:50 
so pretty much, the luciferium dependancy gene is a straight upgrade over normal luciferium usage. As opposed to needing about 12 per year to sustain a single colonist you only need 6? and for a huge buff of 6 metabolic efficiency? insane.
FEMBOYCONNOISSEUR 27 jul om 7:08 
My pawns don't take luciferium even when they have a deficiency. I have it on take luciferium for addictions, Is this because it's not technically an addiction? I'm not sure how to make them take it automatically instead of me manually doing it.
Eclair 26 jul om 5:24 
@Jiven That's vanilla bug, not this mod. In order to make the dependency appear, you have to force them to use the drug at least one time. But this is unbalanced because you can force them not to use it instead. The bug have been existing since long time ago. Maybe you'd better report that to the official devs, Idk whether they would fix though. Because there's so many reports already there.
Jiven 20 jul om 22:45 
I saved a Uhlan child and let him grow in my colony. When he reached adulthood, the Luciferium Dependency didn't activate: my stack of 14 Luciferium stood untouched for over a year and he didn't have any problem functionning.
How do I help you to resolve this bug ?
Xannie 19 jul om 3:40 
I know it's a request made years late, but I don't suppose there is any chance of being able to toggle off the wings in the mod menu, much like ears/tales for Highmates? I love getting a new Hussar or Uhlan pawn, but the wings just feel tonally off to me personally.
DragonSkeld 9 jul om 15:17 
I'm dumb, I fixed the problem just had to update my game. Apologies for the confusion
Sarg Bjornson  [auteur] 9 jul om 2:31 
Sorry, cannot reproduce that bug, it loads fine for me
DragonSkeld 9 jul om 2:16 
It appears this mod is making it so no factions spawn on the map when generating the world in a new game. I've taken all my mods out 1 by 1 and have narrowed it down to this mod, not sure why its doing that. Also used the bug report form to report this
Wolfette 8 jul om 19:15 
One major gripe I've had with VE: Hussars for awhile, the infographic is not accurate for Hussars. They actually have a metabolic efficiency of -3 due to the fact the Random Weapon Aptitude is added after generation, without it they have 0 but with it they have -3.

Honestly I think the Random Weapon Aptitude should just be dropped entirely, it's a gimmick lets be real. I always remove it from all my Hussars because needing 75% more food just to be bawler with what could be a pointy stick, isn't worth it.
Sarg Bjornson  [auteur] 5 jul om 2:45 
No
DazedMaestro 5 jul om 1:44 
Will glidewings allow pawns to fly in the new game update? Or will there be a new set of wings that will make pawns able to fly?
Sarg Bjornson  [auteur] 26 apr om 23:18 
Found the culprit! Will be fixed on next push
LayZboy 26 apr om 8:49 
The problem with giant is that it sets some body parts to decimal values, which when below .5 causes them to be counted as "weakened" and apply negative effects. This effects the Brain, Tongue & Eyes lowering consciousness, talking, eating & sight. They never heal the last few decimals of HP.

Inversely, some body-parts that are above .5 count as "enhanced" such as the heart, lungs, sternum, kidney, liver & stomach, which affects breathing, blood filtration/pumping & digestion.

Compared to ever-growing from VRE: pigs which seems to never set a body part to a decimal value and thus suffers no negative effects from their increased body part HP (well food but that's not relevant).

The only mods installed were the dependencies, harmony and Vanilla Expanded Framework.
Sarg Bjornson  [auteur] 23 apr om 14:38 
Not as far as I can see
Windows XP 23 apr om 14:34 
giant gene is still bugged
MuSHrooM 10 jan om 5:26 
I have a strange question, but why uhlans is uhlans? Like in real history uhlans are light cavalry and hussars are heavy cavalry. So, i think name them "dragoon", "reiter" or "cuirassier" would be logically. Yes, that's stupid.
Karl's Husband 17 dec 2024 om 22:29 
Is it true that if bulletproof skin turns sharp damage into blunt it is resisted by the pawns blunt resist instead of sharp resist on the body part hit? Because if that's the case, that's actually pretty terrible, sharp resistance is way more available than blunt resist and in armor, a low penetration sharp attack can easily be given a 100% chance to be grazed, turning to blunt and being halved, while bulletproof skin gene could allow it to do full damage.
haunzter1 19 okt 2024 om 6:53 
pls pls PLSS make it so that glidewings double/triple the amount of jumpack distance you can go
Gamma 1 okt 2024 om 10:17 
Are others having a bug where the Luciferium ticks don't actually start till the first time you have them luciferium?
VeryPog 24 sep 2024 om 9:29 
@haunzter1 @Mizaria Bulletproof Skin works as written, although yes, words like kevlar and deflection are confusing. All this gene does is prevent bleeding from small wounds, and has no effect on damage taken at all. So if a pawn without this gene takes 14 damage with bleeding, a pawn with it will take 14 damage but without bleeding.
@haunzter1 "it makes it so that blunt damage that your armor would otherwise tank is instead tanked by the body." - You are stating a simple assumption as a fact, and yes, this assumption is incorrect.
Egoist 24 sep 2024 om 5:57 
There's been several complaints going around since last year for misleading infographic, might want to fix that
Oskar Potocki  [auteur] 17 sep 2024 om 1:56 
Consider reporting the bugs properly.
VeryPog 16 sep 2024 om 9:35 
@Mizaria I confirm. I noticed the same thing. The giant gene is bugged.
Just imagine. Brain 13/13.2 Forever from birth. It's sad to be uhlan.. :steamsad:
tinfoil hat bird 3 sep 2024 om 16:20 
sadly i think thats the case
JacenThrent 28 aug 2024 om 11:39 
So the random weapon aptitude isnt a gene itself? It's just locked to the two hussar xenos?
Dracon 21 aug 2024 om 13:10 
Do war casket weapons have aptitude?
rebelops 29 jul 2024 om 11:00 
@Mizaria, I noticed that as well and have begun removing it from my younger melee supersoldiers. I still keep it on the older ones to boost Ever-Growing from VRE Pigskin. The body size multiplier does eventually turn them into bullet sponges though, which is why I leave it off the shooters. On 15k cap 500% threat, I'm seeing legendary Siegebreaker nearly shot off of them in caravan ambushes, so you may want to roll them into warcaskets that don't degrade.

@haunzter1, it's not entirely clear how Bulletproof Skin works based on the description, but your armor should be mitigating damage down before it gets to the skin layer – if that happens, it halves the damage and converts it to blunt, in which case BS would seem to do nothing. My best guess is that it's a niche gene for a nudist/tribal/child/dodge build. You should normally just eat the sharp damage and run Superclotting for +1 metabolism efficiency.
haunzter1 13 jul 2024 om 12:18 
bulletproof skin gene is (unintentionally I think) bad. it makes it so that blunt damage that your armor would otherwise tank is instead tanked by the body.
Mizaria 26 jun 2024 om 15:01 
not yet, even did a full uninstall and reinstall of the mod to make sure it was up to date
Jw42291 26 jun 2024 om 13:53 
@Mizaria, it just updated again, do you know if it fixed that issue <3?
Mizaria 25 jun 2024 om 9:30 
more specifically it looks due to rounding, brains and eyes and similar round down under max hp and become weakened while legs and arms round up over max hp.

this rounding includes to bionics like detox lungs
Mizaria 25 jun 2024 om 8:36 
newest update made the giant gene behave weird, all body parts got a decimal added but not healed up to the new max resulting in all health stats (sight, consciousness, hearing, etc) counting as weakened
Snowstorm 14 jun 2024 om 13:25 
finally, just what i needed
throwing club aptitude
azraelsecreto 5 jun 2024 om 5:09 
"flamethrower weapon aptitude" is not necessary because the weapon does not require pressure.
PinkPlinko 29 mei 2024 om 4:37 
Howdy, are the Armored Speed/Unconstrained Genes supposed to not overwrite the Naked Speed gene?