RimWorld

RimWorld

Det's Xenotypes - Keshig
128 Comments
veoba 5 Oct @ 2:35pm 
Is this a Predator references?
The Baron 27 Sep @ 9:42am 
i cant be the only one that has very big Yautja Vibes from these guys
DetVisor  [author] 14 Aug @ 6:40am 
You might just be unlucky with the random events.
Ronin 14 Aug @ 6:02am 
I have this faction as a hostile faction in my world but they do not engage in raids at all. Is this a bug or are they unable to raid like other factions?
DetVisor  [author] 9 Aug @ 9:05am 
No worries, it was just for transparency.
Nevermind 9 Aug @ 9:03am 
I guessed that much, I just don't like red color in my log :HappyHaiku:
Thank you for the fix! :HeartMarkers:
DetVisor  [author] 9 Aug @ 8:57am 
Fixed, for context the error wasn't actually doing anything. But it's fixed.
Nevermind 9 Aug @ 8:45am 
I'm getting the same error at startup. Here's the log: https://gist.github.com/HugsLibRecordKeeper/a6321b065f3803e64cee136ed6698ea6 (line 356)
Lumber Jackson 8 Aug @ 7:29pm 
Getting the same error. Nothing worse than loyal pirates!
Asteroid 25399 7 Aug @ 1:52pm 
I'm getting the same error about the Loyalist meme.
Cal 6 Aug @ 1:39pm 
I'm getting: Config error in DV_PirateKeshig: has a required meme which is not allowed: Loyalist on game load. Tested it with just this mod and the required and still get the error. If I remove that require, then it says Raider is not allowed, etc.
Aquifel 5 Aug @ 11:29am 
Hey Detvisor, only tested once, but that seems to have fixed it for me at least. I was just able to create a fully generated planet with this mod activated and the Keshig Horde faction added to generation.
DetVisor  [author] 5 Aug @ 1:08am 
Small updated pushed, might have fixed something, but I'm not sure since I really have no frame of reference for what's causing the issue.
DetVisor  [author] 5 Aug @ 12:48am 
@Aquifel When you try to generate a world with the faction? Or just with the mod?
Aquifel 4 Aug @ 7:05pm 
Same as @Great Hammer Enjoyer, If I have this mod enabled, I only get one settlement per faction.
Great Hammer Enjoyer 4 Aug @ 3:09pm 
Having keshig horde enabled when generating a map makes only one settlement spawn for each faction
JACK 4 Aug @ 12:25pm 
your big brutal aliens can only have hair associated with a real life race huh
el dodo 1 Aug @ 11:15am 
Why does it take away almost all my settlements when I have this mod on?
DetVisor  [author] 19 Jul @ 7:50am 
Updated to 1.6.
- Edited some texts
lloki 11 Jul @ 1:06pm 
I did a little test and it looks like all the xenotypes mods from DetVisor are working fine on 1.6. Maybe I missed something, but I spawned all the xenotypes, start new save - everything looked fine.
BigGovernment 11 Jul @ 4:38am 
1.6?
sewnutty 3 Jul @ 6:45pm 
hOW DO I MAKE GOREWINE?

oops caps
Skrungii 2 Jul @ 4:05am 
i know its no labeled compatible with 1.6 but it does not allow you to start a save on 1.6 with this installed. it does however allow it with venators
Yummyyuck 28 Jun @ 2:32pm 
As stated here by multiple other people, this mod breaks a lot of things for some reason. All map / faction related problems. Less faction locations spawn even on %100 population, the game spams errors if you send wastepacks to other map tiles, sometimes it'll bug out and have issues drawing faction locations ON the map (which also spams errors), and it'll even cause issues with certain quests later on in the game. All of these don't really matter, but they're extremely annoying.

For anyone looking for a solution: Literally just remove this faction from the faction list while you're starting a new game. It'll fix a lot of problems. You're welcome
Nairagorn 8 Jun @ 8:53pm 
Another vote for medieval tech level pretty please!
MangoCobra 24 May @ 8:05pm 
Would you be willing to add an optional faction of them that is lower tech level?
MeekLeaf 20 May @ 3:00pm 
Same issue as above, somehow only had a few setllements spwan on the world map.
PremierVader 17 May @ 9:25am 
Medieval version of the faction please. Need for Medieval only playthroughs. Thanks.
Engineer Gaming Part 3 13 May @ 7:10pm 
Keshig caused some problems with either another mod or something as it drastically lowered the amount of factions spawning even on crowded, 100% coverage
DetVisor  [author] 11 May @ 12:53pm 
Thanks for telling me chief.
Lava 10 May @ 3:05pm 
CE compatibility has been added to keshigs & venators. :steamhappy:
Hattsworth 26 Apr @ 3:35pm 
Seems a little silly that the weapons are basically straight upgrades to Longswords, aside from the cost.
Massattack52 11 Mar @ 2:22pm 
This looks cool as all hell, I'm adding it rn
0ddbase 28 Feb @ 8:08am 
true.......
DetVisor  [author] 27 Feb @ 10:44pm 
And the debuff of being bad at ranged and having a mood debuff with any ranged weapon.
0ddbase 27 Feb @ 7:14pm 
arguably i feel like the gene that forces brawler should be a -1 instead of 2 almost free metabolism with the added benefit of being extremely good at melee
DetVisor  [author] 24 Feb @ 7:56am 
Odd, I'll see what I can do.
HenryStickmi17 24 Feb @ 5:59am 
It's the only DET's Xens mod (from Boglegs, Stoneborn and Keshig) that requires vanilla framework expanded too. When I disable Keshig everything goes back to normal. Tbh i dont know if it's my fault or something. I'm sorry if I'm too stupid to understand what is going on here.
HenryStickmi17 24 Feb @ 5:59am 
For some reason this mod breaks how many and what factions will be spawned (let say 16 out of 35 i have choosen) on the planet. These are the errors related tot he mod:
[14:42:18] Could not resolve cross-reference: No Verse. PawnkindDef named DV_Assassin_Keshig found to give to RimWorld.PawnGenOption (null w-10.00 c=null)

[14:42:18] Could not resolve cross-reference: No Verse. PawnkindDef named DV_Assassin_Keshig found to give to RimWorld.PawnGenOption (null w-3.00 -null)

[14:42:18] Could not resolve cross-reference: No Verse. PawnkindDef named DV_Assassin_Keshig found to give to RimWorld.PawnGenOption (null w-6.00 c=null)

[14:42:40] FactionDef DV_Piratekeshig must have at least one pawn Group Maker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no euests from this faction will arrive. This is a misconfiguration in Det's Xenotvoes - Keshie.
The Dutchman 16 Feb @ 5:58pm 
@Crossworld Thanks Captain Obvious
CrossWorld112596 13 Feb @ 4:30pm 
anyone gets the vibe that this mod takes inspiration from the predator movies?
JadedCultist 10 Feb @ 5:25pm 
DetVisor.

Also feedback! Cool! Subjectively - even a patch/mod for hair color (I mean duplicating the color from hair coloring) is already much more than it is and will be a great addition.

Perhaps this is a little arrogant on my part, but I allow myself to express the opinion that even just another gene (addon/patch) “like hair color” (duplicating the scalp, but making it the same color as the hair, capable of simply “suppressing” or replacing the scalp gene from the original mod) would be a completely generous gift.
DetVisor  [author] 8 Feb @ 2:13pm 
I'm sure most people here know how to pronounce "Khishigten" kek.
soldiermn 8 Feb @ 2:12pm 
or "ᠬᠡᠰᠢᠭᠲᠡᠨ ᠬᠣᠰᠢᠭᠤ"
soldiermn 8 Feb @ 2:11pm 
keshig is arabian word, det. It's "Хишигтэн" . you fool. you imbecile.
chill 8 Feb @ 12:33pm 
>"Gorewine"

i'm in
DetVisor  [author] 1 Feb @ 2:33pm 
Noted, I may add that as a separate mod, but I'd have to make a bunch of preset "colored scalp plating" genes, since there's not really any other way except hair color, but then you'd be limited.
JadedCultist 1 Feb @ 11:41am 
I really like this mod. And I just fell in love with the scalp plating, it looks very cool. But I am very upset by the inability to change its color. If possible, make a patch or something so that you can change the color of scalp plating.
frozenrage 9 Jan @ 6:59pm 
Getting this error = Config error in DV_Ravager_Keshig: required apparel can't be worn together (Apparel_Jacket, Apparel_Sash)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DefDatabase`1<Verse.PawnKindDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Pablo Discobar 29 Dec, 2024 @ 1:17am 
>:) Nice. This is tasty.