RimWorld

RimWorld

Moyo2.0-Blood stained business
249 Comments
greensniperhat 29 Aug @ 8:17am 
Counterpoint against genes: not everyone has Biotech, or want to. This is why HAR is still a valid choice.
Nemonian  [author] 21 Aug @ 8:45pm 
sure. in short, i am not interested.
ParasiticSquid 21 Aug @ 8:43pm 
Could always ask xenotype modders how they do things since quite a few of the popular xenotypes on the workshop use a mix of coding and xml. Shoot, redmattias and vanilla races expanded both do and as a result their frameworks have quite a few features already coded in that modders can use for their own genes. Like how I made a custom egglaying gene for my custom voices of the void inspired ariral xenotype ive been working on.

Simply put.. HAR is very slowly going extinct. Emphasis on very slowly. Xenotypes are simply superior in a lot of ways for customization of pawns in gameplay terms and having proper genes means children can inherit them. Never know what hybrids you'll get making things interesting. Not to mention genetic engineering. Shoot, even HAR mods like revia got a biotech fork ages ago. Only really popular HAR races I know of that haven't gotten a biotech fork are ratkin and orassan but its only a matter of time.
Nemonian  [author] 18 Aug @ 4:00am 
xenotype cant do what i want. to make it full-xenotype, it needs coding. Why do that when HAR has already done that for me.
Ayna 18 Aug @ 1:38am 
Sorry if I'm asking a question that's already been answered multiple times over, but I legitimately am curious to know: Why do modders still use HAR and not switch to biotech xenotypes? Not trying to be rude or anything, i am just curious. I love the Moyo, they're one of my favorite races, use to use them all the time.
Thekiborg  [author] 15 Aug @ 6:23am 
That doesn't really give much info, we need a full hugslog
Eheieh 15 Aug @ 1:52am 
it seems have a problem with map designer when i modify a map。
Error in GenStep: System.Collections.Generic.KeyNotFoundException: The given key 'Moyo2_HadalSpire' was not present in the dictionary. [Ref 1F6EB224]
Thekiborg  [author] 3 Aug @ 8:59am 
Fixed in dev
Kei 3 Aug @ 6:35am 
Depth Engineer Welding Helmet is invisible when worn so the pawns end up bald. I assume any other helmets from this mod would have the same problem.
Thekiborg  [author] 2 Aug @ 1:33pm 
babaisyou redownload the mod
touhoufanatic it has been said over and over since 1.6 is out it has been asked and it is being looked into
Touhoufanatic 2 Aug @ 11:51am 
minor suggestion for 1.6, specifically for Odyssey, any chance of giving the bodysuits vacuum resistance to some extent?
Ayomi 2 Aug @ 8:49am 
Would it be possible to add the Moyo faces (Eyes, Brows, mouth) to the additional body parts section, like the hair? Right now the only way I know how to get a different face is by re-generating the pawn over and over until I get the face I want. I also cannot save the face, as if I use Character Editor to save the pawn, when I load it up again it's a new face every time.
Babaisyou 2 Aug @ 8:25am 
System.MissingMethodException: Constructor on type 'Moyo2.PawnRenderNode_DraftedVariant' not found.
An error occurred when putting on a helmet. May due to a missing argument in the constructor.
I hope this helps solve the problem.
Mave 1 Aug @ 10:56pm 
Overcharging weapons turn them into normal quality no matter what their quality was.
Other than that, I'd like to give a balance feedback, it feels bit too underwhelming on power scale. Maybe I'm too used to other outperforming mods but it feels like this could be placed alongside vanilla items and you wouldn't really feel unfair. Pearls are mostly weaker vanilla drug alternative. Boosters are somewhat stronger but awkward to use. Maybe if pearls lasted for multiple days at least they would be ok. Guns are basically vanilla stat'ed, overcharge mechanic is just bad bad idea I can't imagine ever finding a good use for, not being able to shoot after 1 kinda ok shot is horrible.

Also I haven't found a suit with vacuum resistance.
Nemonian  [author] 30 Jul @ 9:28pm 
You can commision a mod to someone.
Skippy Donut 30 Jul @ 8:24pm 
Any chance we could get a version of this in the vanilla/BB bodystyles?
Nemonian  [author] 30 Jul @ 3:14am 
@Freya Moyo 2.0 is more in line with my vision for them, also they work separately. so no current addon and etc
Freya 28 Jul @ 1:16pm 
whats the difference from the original mod? also does this work with stuff like cartel?
Nemonian  [author] 27 Jul @ 10:27am 
@Jules hairs are hidden under full head helmets, i will remove this condition since its not working that well even in vanilla

@Ayomi its an oversight, thanks for the report
Ayomi 27 Jul @ 9:57am 
I noticed that the Refugee's landfall faction says it should be 75 percent Depthborn and 25 percent Chemborn Moyos, but when I see them in game or spawn them as a raid with debug I notice that it's 100 percent Depthborn. I never see any Chemborn. Has anyone else had this issue or is t his intended?
Ayomi 27 Jul @ 9:56am 
@zccuriel Are the tags used for anything? Your solution does work, just curious what the tags are typically for.
zaccuriel 23 Jul @ 11:09pm 
@Jules you can delete apparel tags from this helmets with Character Editor, i do this and its help me with this problem
Jules 23 Jul @ 4:22am 
when using mods to show hair, wearing diving helmets makes them bald, is there a way to fix that through settings?
destiny akino 21 Jul @ 1:11pm 
@Nemonian That.... Yeah i see they have visitor moyo but it make them hostile...... OK fine fight against moyo they will be challenge.
Arkaethen 20 Jul @ 9:02pm 
Is there any chance the depth diving suits could end up getting vacuum resistance for gravships? I think it'd be really cool to submarine in space.
Nemonian  [author] 20 Jul @ 7:40pm 
fight againt moyos, you can increase their faction amount at startup
destiny akino 20 Jul @ 8:28am 
Hey did anyone have trouble to find moyo without scenario? it very hard to find moyo even I spam slave trader they didn't have any moyo but have yuran miho another HAR. I really want to have moyo in colonist but I can't find them or any advice?
Güneş Contaları 20 Jul @ 6:48am 
New update!Love you!!!:steamthumbsup:
Nemonian  [author] 18 Jul @ 11:59pm 
@FKToriki Its a bug that has been addressed and is coming up with the next patch, also these kind of reports should be reserved at discussions above. thank you for the report.
FKToriki 18 Jul @ 11:56pm 
Hello, I encountered a bug and, after some troubleshooting, determined that the cause was this mod. The AI explained that there is a bug in the traversal of the Moyo workbench when the ship starts, which causes the game to freeze at startup. After destroying the Moyo workbench, the ship can start normally. Hopefully this can be fixed. Thanks for your work!
Nemonian  [author] 17 Jul @ 7:28am 
*Known issues: version 1.1.2
- Equipping overcharged weapons causes error. Pawn gizmos won't show when laminar weapons are equipped
- Cartell hooded cloaks causing error while equipped
- Gravship fails to launch when abysstech fabrication module is installed
- Stat info of drugs and inplants are not being shown with moyo loaded
Nemonian  [author] 17 Jul @ 1:16am 
define unsusable
白小天 17 Jul @ 1:04am 
All ranged weapons in this version are unusable. Is this a bug?
Nemonian  [author] 17 Jul @ 12:05am 
yes it is reported and were working on it
FalconCritical 16 Jul @ 11:55pm 
If you have the 'Abysstech Fabrication Module' installed over the production bench on board your gravship, the game will hit a fatal error when trying to launch. Removing the module before launch prevents this. Tested and confirmed with only HAR and this mod active.
Nemonian  [author] 15 Jul @ 9:36am 
yeah figured that out day 1. Yes it is easy and yes also boring.
destiny akino 15 Jul @ 7:42am 
It didn't that hard to add Vacuum Resistance to something you know. Just find location apparel then add
<equippedStatOffsets>
<VacuumResistance>1</VacuumResistance>
</equippedStatOffsets>
under stat base then it done!
Pewter 13 Jul @ 11:25pm 
Looking forward to see what the Vacsuit solution for the Moyo will be.
Nemonian  [author] 13 Jul @ 7:24pm 
no.
FalconCritical 13 Jul @ 6:53pm 
What are your thoughts on adding 'webbed phalanges' to the Moyo xenotype?
RainDoill 13 Jul @ 4:23am 
넵 답변 감사합니다!
IchigoMait 13 Jul @ 4:16am 
Thanks, just was making sure, when I was removing the old one.
Nemonian  [author] 13 Jul @ 4:05am 
설정상으론 진공저항이 있으면 안되지만 여러가지 방법을 생각중입니다.
RainDoill 12 Jul @ 10:47pm 
혹시 잠수복에 진공저항달릴 예정일까용?
Thekiborg  [author] 12 Jul @ 1:10pm 
Do you see it listed as a requirement?
IchigoMait 12 Jul @ 12:52pm 
So the Mohar framework isn't needed anymore?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2057001924
Nemonian  [author] 11 Jul @ 6:46pm 
this mod fits my vision of the mod better than the other, that why im making 2.0
Thekiborg  [author] 11 Jul @ 3:05pm 
This is actively developed by the actual author. The other is a "fork" whose functionality and stability is questionable. The two are incompatible.
Jet 11 Jul @ 11:46am 
whats the main difference between this and moyo 1.0? both are 1.6
Ran 10 Jul @ 8:43pm 
개추