RimWorld

RimWorld

Det's Xenotypes - Venators
135 Comments
give me games on GoG 29 Aug @ 3:18pm 
Legendary series of mods , thanks, and their spawn rates are well balanced
brick 23 Aug @ 6:47pm 
They look as if you mixed the Shek from Kenshi and the Hearthians from Outer Wilds.
Dj0z 22 Aug @ 7:23am 
This update isn't perfect, but much better on many levels, not all listed by author:
-No more error on game launch about the armor.
-Visage no longer totally made of air, and apparently can be made at tailor benches, which would mean no waiting for Fabrication bench and no delaying your component production. Deserves a "shot" now (heh).
-Farsighted is still weaker than Nearsighted+Strong Melee (which takes 0 metab) or a smiliar combo for ranged, since it has 4 downsides, but the buff at medium+ range is now *massively* higher. Can't wait to try it.
DetVisor  [author] 22 Aug @ 5:46am 
Yeah, my apologies, if I had known I would've told someone beforehand. My mistake.
Quiana 22 Aug @ 5:42am 
I'll put a PR for removing that patch entirely then, no worries.
DetVisor  [author] 22 Aug @ 5:39am 
The pawnkind wasn't used for anything other than testing which is why I removed it, I wasn't aware it was patched for CE.
Quiana 22 Aug @ 5:32am 
Hi Det,
There seems to be an issue where your pawnkinddef is missing from 1.6, so CE is failing to find it to patch like it was in 1.4/1.5. Is this intended?
DetVisor  [author] 22 Aug @ 3:20am 
Yeah, but a steel plate on your face will be more resistant to bullets than specialized hunting gear.
Xeonzs 22 Aug @ 2:52am 
Hmmpf, I'd argue that the visage isn't exactly meant for direct combat either lol, but I guess I can always just edit the xml to my liking.
Great mod though other than that. :steamthumbsup:
DetVisor  [author] 22 Aug @ 12:45am 
It's not a mask meant for the battlefield, the buffs it has justify a lower armor. Ideally, any venator wearing this wouldn't be in range of any enemy.
Xeonzs 21 Aug @ 11:34pm 
I think the venator mask needs a slight buff, right now it's inferior to a steel medieval visage (from ideology DLC).
At legendary: Visage has more than double the hitpoints, doesn't cost components, has more sharp protection, has more blunt protection and has heat protection.

I'd make the argument that such an advanced steel mask should probably be better than a medevial steel decorative facemask with holes in it.
You could probably just add 5 plasteel cost to it to compensate for any balancing, I think that'd be fair for an advanced face mask.
DetVisor  [author] 21 Aug @ 4:30pm 
Mod updated:
- Buffed the Farsighted gene due to changes in accuracy calculations.
- Switched Paralyzed hediff to stages, affected pawns now have 3 hours of proper paralysis, before getting up and just being slowed.
- Hunter Visage has some minor armor stats.
Dj0z 18 Aug @ 5:33pm 
This is great to hear!
DetVisor  [author] 18 Aug @ 4:33pm 
In 1.6 Tynan changed something within the calculations that makes the farsighted gene far less powerful than it used to be, worry not, I will fix this, venators don't miss.

Perhaps I'll give some defense to the visage too.
Dj0z 18 Aug @ 3:13pm 
I really like your xenotypes usually, but I'm kind of disappointed by this one.
Farsighted especially, with more downsides than upsides while taking 2 metabolism, with an aiming time penalty not even listed in this page, feelsbadman. Losing it feels like a buff.

Then there's Visage, which looks super cool and metallic but gives 0 defense. Any hat, wooden war mask or veil gives some defense, on account of not being made of thin air. So why not this steel mask? I would be fine if it could stack with them but it can't. (btw Machining research but needs Fabrication bench?) So I recycle any I find which is sad.

Feels like Venator upsides are being a little overvalued.
Realm Imp 9 Aug @ 6:25pm 
what do you mean if? it is op, should be nerfed to slowing down or have a high cooldown rate.
Keohtyzed 7 Aug @ 6:33am 
That precision longrifle and hunter's visage look super cool! This is an instant add. Thanks for sharing :steamhappy: !!
keeganbate 31 Jul @ 4:25pm 
Also, if the paralyzing bite is op, don't use it!
keeganbate 31 Jul @ 4:25pm 
I just want to say, the new DLC has let me make a colony of these predator-hybrids that are ideal for the gravship starting scenario once you train one to mine. They can wipe out a tile of animals, toss them all in the fridge, strip all the resources and move on/raid.
Todo_rixz 29 Jul @ 11:20am 
i have seen one get ripped to shreds and destroy like 4 mechs it was actually insane
DetVisor  [author] 28 Jul @ 8:31am 
I'd like to but it'd be a useless reward for people who don't have any venators.
child assault services 28 Jul @ 8:06am 
can we get a unique version of the longrifle
WilloWisp1121 25 Jul @ 9:08am 
kenshi player spotted
Deggial 24 Jul @ 5:39am 
"Not sure what happened or why your comment got sent 3 times, ..."
Sorry again!

It's because I rewrite my comment if I find an error or realise that I've missed something, and I think that there hasn't been a response in the meantime.
Clearly that didn't work this time. :(
Deggial 24 Jul @ 5:35am 
The EBSG framework is missing from the dependencies.
Is this intentional?
(I've already subscribed to it for some of your other mods.)

Also, the Athena framework is still mentioned in the description. You may want to clean this up to avoid sending out mixed messages.

(And sorry for messing up the flow here ... I *hate* that it isn't possible to edit comments!)
DetVisor  [author] 24 Jul @ 5:34am 
Not sure what happened or why your comment got sent 3 times, EBSG framework isn't a hard dependency, the rifle just appears if you have it loaded.
Realm Imp 23 Jul @ 12:24am 
You need to rework paralyzing fangs. It is too op man.
DetVisor  [author] 22 Jul @ 12:03am 
Unsub and resub, make sure steam downloads stuff, I fixed that a bit ago.
carabiner 21 Jul @ 8:58pm 
Hey, I'm getting a red (!) error when I start the game with this mod enabled in 1.6. Unsure if it's because of other mods I have? Here's the start of the bug (won't let me post the whole thing in comments, lmk if helpful to send elsewhere?):

"Could not resolve cross-reference to Verse.ThingDef named Apparel_ArmorLocust (wanter=apparelRequired)"
cyanobot 21 Jul @ 2:24am 
Wheeee! Love your xenotypes, delighted to see them updating
Aratfal 19 Jul @ 7:51am 
okay, thanks for answer
DetVisor  [author] 19 Jul @ 7:49am 
Some yes, some will just have no requirements in 1.6
Aratfal 19 Jul @ 7:46am 
do your other weapons mods will be move to EBSG framework?
DetVisor  [author] 19 Jul @ 7:09am 
Mod updated to 1.6.
- Longrifle now moved from Athena to EBSG framework, as description infographic states.
- Edited various descriptions.
DetVisor  [author] 12 Jul @ 2:00am 
Yes. As I said under another mod I plan to update everything.
ACELESTKEY 11 Jul @ 7:40pm 
Are there plans for 1.6? Your Xenos are amazing
sewnutty 3 Jul @ 6:53pm 
Wait the midgets of Guild Wars 2 and Predators had a child race.
God help us all....
10/10 with a splash of gorewine.
BestNameExisting 29 Jun @ 9:31am 
Also, the venom description mentions it being from specifically venator, even though it can come from other xenotypes.
BestNameExisting 29 Jun @ 9:28am 
I like the mod but like others have said the toxin-bite is insanely OP and should probably have diminishing results for larger body sizes and not lockout others from their actions, like a enemy attacking or particular Anomaly entities doing special actions
Wemijei 22 May @ 7:11pm 
Can toxin bite anger allies if used on them? I'm using this mod on multiplayer and I don't want this cheese method to be available. Ability itself doesn't seem to be listed on Rimmsqol
Benetrator - Beton 20 Apr @ 11:18am 
Have you thought about maybe adding a body size threshold to the toxin bite? Maybe something like anything with body size > 1.5 only gets a movement debuff? I know that tiny snakes can knock out humans but being able to paralyze a thrumbo is kind of OP from my perspective
Realm Imp 17 Apr @ 10:06am 
basically predators right? pretty cool
RedGlobe 6 Apr @ 1:53pm 
Glad I could be of help! =)
DetVisor  [author] 6 Apr @ 9:55am 
Ah, well thank you for finding that out, as you said it yourself without the game throwing an error it's basically impossible to see something like that.
RedGlobe 6 Apr @ 8:51am 
Oh and there is a small typo in the item description of the Precision longrifle:

A "n\n\" instead of "\n\n" ;-)
RedGlobe 6 Apr @ 8:42am 
Now I don't know the reason for why the quality node is explicitly put inside the XML (since the def inherits said feature), but removing it solved the "anomaly" for me. Neither can I say whether it is a incompatability with another mod or not. Yet this is the very first time I have seen something like this.

And since no error or warning is being thrown (I checked that!) there is no log to check for. Apparently the game logic becomes confused which value to use in certain circumstances. Thus this thorough explanation.

Maybe you want to have a look at it.

Either way: really like your xenotype series! Fits in quite nicely. =)
RedGlobe 6 Apr @ 8:42am 
@DetVisor I accidentally stumbled across a possible mistake/anomaly with the Precision longrifle.

From a quest I recieved a masterwork version (so far all is well). Item arriving is of "Masterwork" quality. Then a hauler picks it up and hauls it to a stockpile. Now the rifle changed to "Normal" quality. After a close inspection I realized that it has two distinct quality values. One is set to "Masterwork" and the other is set to "Normal". Apparently when the item gets moved around the "effective" (lacking a more apropriate word here) quality gets set to the second quality value (which is "Normal" in this case).

Wondering how it came to pass that it has two distinct quality values I checked the XML and found the culprit of the issue.

This child node of the "<comps>" node:

<li>
<compClass>CompQuality</compClass>
</li>

After removing the child node the item only has one quality value, which persists on moving the item around.
Montu 18 Dec, 2024 @ 7:23pm 
I like this a lot, however the paralyzing fangs is definitely OP. I would recommend adding a longer cooldown to use it, like days or weeks even. It'd still be OP but it would at least make it much more strategic to use instead of just using it whenever you want
Zofrah 15 Dec, 2024 @ 5:14am 
lol, why paralizyng bite working on revenant? this instakills him.
DetVisor  [author] 8 Aug, 2024 @ 3:09am 
They don't, for balancing reasons and because RimWorld AI is too dumb to utilize it properly.