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The best mods that I personally know of for other custom xenotypes showing up is "Xenotype Spawn Control," letting you add and adjust which xeno's pop up in which faction (this is the more customizable option, really), AND "Alpha Genes," which adds two new factions (one that is friendly, one that is hostile), which house their own xenotypes, but also 60% of their factions are made up of YOUR custom made xenotypes!
The two can be mixed. Alpha Genes gives many, many new genes to mess around with, but is more intrusive (even if you disable the factions, the xenotypes can still pop up from random encounters, possible spacers, etc.).
Either way, have a good time rimming.
I realize I can make a starting faction with these guys by adding them into an edited scinario- but can I make other factions with them?
How do I get more bugs if I'm the only group of them? (Aside from having kids I guess)
Is there some kind of "gene selection menu" that comes up at some point? I just bought the Bio dlc.
Doing a quick unsub/resub to see.
Can't easily tell how many of them are actually affected because my custom xenotypes ATM only use feather and mantis, but I can confirm mantis is still there alongside bee, moth, and beetle.
The previous update had some xml merge issues and wouldn't load correctly, so it is possible you somehow were on the version before that or you'd likely not get any heads at all.
If the colonist has a xenotype I'd suggest trying to reset the xenotype via dev-mode and see if that fixes it.
I don't think any antenna should have been removed. It is possible that their head has an exclusion tag that blocks the antenna, though in that case it may be by mistake from our side.
Oh, and verify files unsub/resub in case steam did something weird.
I have been using the bee/ant head. Might be related to that?
https://github.com/RedMattis/Oops-all-BUGPARTS
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.GeneDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bo"
I can't tell why from the looks of it, but have you updated the gene mod extensions to the new VE Framework format?
There is a 1.6 version on github. I've just not had time to property test it on 1.6 yet.
https://github.com/RedMattis/Oops-all-BUGPARTS
I made a little CE patch for Pincer and Raptoriales claws, since that is one of the few things the autopatcher for CE can't do.
Iirc. They are working on a new cool update though, so I don't want to suddenly throw a Git merge conflict on them without warning. :'D
The combatPowerFactor, which is a multiplier to the 'cost' of a pawn for spawning them in a raid, is 0.1 for Lunarians and 0.2 for Mantids and Arachnideans. This means you can get a 500 point unit spawning as 50 points due to the cost reduction.
This needs URGENT changing.
This is the original. It just got the title update in 1.5 since a number of things were updated/modified. :)
It should just work, and did last I checked. Make sure you've unpaused though, because it takes a second to update.
If it works with just this and B&S Framework (for said gene), then try adding and removing mods until you find out where it stops working. If you can identify the exact mod that causes issues I might be able to fix the compatibility issue, or at worst reach out to the other author to inform them.