RimWorld

RimWorld

Cinders of the Embergarden
475 Comments
LostWizardcat 17 hours ago 
Ok so this mod is cool. What inspired it or is it based on? or did you just like, come up with it.
PFC Calico 17 Aug @ 12:41pm 
If I want to make a custom xenotype using this mod, do I need to do anything special to get the yellow eyes? I have selected the cinder head in the genes and the erosion eyes but my custom xenotype doesn't have yellow eyes but the cinder that spawn have the body face and eyes from this mod.
Ten' Khada 17 Aug @ 10:05am 
@mo Just wanted to know what HAR is since I didn't know it was Humanoid Alien Races, I asked kindly so don't know why you hitting me with that attitude, thanks anyway and once again, great job with the mod
lloki 17 Aug @ 2:49am 
Well, we just want to play with Facial Animation with Vanilla retexture. And as you wrote in the description, combining your mod with HAR gives the best experience. Also other mods require HAR as well. I was under impression that there is a patch inside your mod which would overwrite it, but I guess I was mistaken. Thank you for the explanation. (maybe you'd add this info in the description, so less people will bother you in the future)
A.S.I-Tactical 16 Aug @ 10:29pm 
:stress:面包这么闲还在和傻卵讲道理啊,你的炮塔拉远了好像还是不标记红色来着,更新上去了吗:Tlipoca:刚才打大面包的时候反正没标记她召唤的炮塔
mo  [author] 16 Aug @ 10:18pm 
@lloki:You added har and animated faces, The simplest way for you is to remove HAR.
mo  [author] 16 Aug @ 10:00pm 
@Ten' Khada :remove HAR or Facial Animation,Remove any one, thank you. You opened HAR with facial animation, and then you told me you want to play comma eye?
lloki 16 Aug @ 9:39am 
Dear @mo, as you can see there are many people willing to play with your wonderful mod without "anime style" faces, but with combination with Facial Animation + Vanilla retexture + Humanoid Alien Races mods. I was providing the evidences that the patch seem not to be working as intended (I would be happy to provide more if necessary). Can I kindly ask you to take a look? Or if you are not willing to, at least let us know, so we won't be bothering you with it. I can imagine it has lower priority for you, as you are preferring original Facial Animation style, but there are 127000 people using Vanilla retexture and I bet there's a significant percentage of people who also like your mod (like me for example). Thank you in advance.
Ten' Khada 16 Aug @ 8:11am 
Hi! I'm having an issue with the faces being stuck in anime style regardless of the setting, I saw that some people commented something about HAR but have no idea what they're referring to, I'd appreciate if someone could explain it to me, thanks in advance and great work with the mod :3
mo  [author] 16 Aug @ 7:26am 
I have reiterated countless times that I will delete any unfriendly comments. I don't owe you a penny, make sure to understand this.
mo  [author] 16 Aug @ 7:25am 
Firstly, in a raid or friendly support, the maximum number of humanoid Pawns that can appear cannot reach 30+. In a 10000 raid, the number of hostile faction humanoid Pawns will be strictly controlled at 7 or less, while friendly forces usually do not exceed 15. If you have 30+people, first you need to think about your own problem.
mo  [author] 16 Aug @ 7:21am 
I won't answer your question with such a tone in the comment section. Who are you asking?
lloki 16 Aug @ 2:34am 
@Orcling Maybe it's like this with some other mods enabled, because in fact the wreckages from this mod are very common on the maps. But it can be that they are not really replacing vanilla wrecks, just they are additional and while they are in significant number comparing to the normal wrecks it may look like they replacing vanilla ones.
mo  [author] 15 Aug @ 10:03pm 
@Orcling No, this is an exaggerated and unfounded statement. The probability of my wreckage being generated is lower than that of vanilla wreckage
Orcling 15 Aug @ 3:27pm 
The cinder vehicle wrecks are replacing 90% of every other wreckage
KyuubiNoTamamo 12 Aug @ 7:28pm 
plus if you have mods like hoomans cute mods on the vanilla cloths change to a point where cinders cant really use em cause it also changes their bodies from what ive seen
BlitzTheSquishy 11 Aug @ 5:59pm 
@lloki if you have it you can do a (slightly sketchy) fix with character editor, which I've been doing the whole time.

Also: secondary thing I noticed, when HAR is enabled, regardless of the setting i choose in the cinders settings, it's always using the non-vanilla body type
Nevermind 11 Aug @ 1:52pm 
@mo
Can confirm that the issue is gone. Thank you for the quck fix! Love this mod btw :HeartMarkers:
lloki 11 Aug @ 11:05am 
@BlitzTheSquishy yeah, I was already reporting it, this option does not working as intended with HAR. I was doing the test only with these 4 mods enabled (Nals Facial, Vanilla Facial, Cinders and HAR). It is working without HAR, as you wrote.

@mo can you please look into it? I love using your mod, in fact it's my second playthrough with Cinders, but original Nals faces are not really up to our European sense of beauty :P
BlitzTheSquishy 10 Aug @ 11:04pm 
I keep having cinders spawn with the anime style features, when I have the setting set to use the vanilla style:

I will mind that I have Facial Animations (with Vanilla Expanded's retexture on top for vanila flavouring)

Running with both Biotech and HAR (without HAR it worked like it should be, but as soon as I added HAR things went wonky)
mo  [author] 10 Aug @ 9:17pm 
@Nevermind :fixed
mëghr 10 Aug @ 5:19pm 
we need a smaller workshop bc damn it takes so much space for gravships
Nevermind 10 Aug @ 11:22am 
@mo

> If you don't enable har, don't enable that option
Gotcha, thank you.

> In fact, it will not affect other xenos in my testing. You should check that your mod is up-to-date and try to test it normally
I've installed Cinders mod just couple of days ago, it should be up-to-date. I reinstalled it and nuked mod config file just in case, but the issue still persists.
You can easily reproduce it if you hit "randomize" at the pawn creation screen when creating new colony. The spawn rate of the bugged pawns is inconsistent: sometimes it takes like 30-50 tries to generate one, sometimes you get one of them (or more) right away.

Regarding your screenshot: please take a closer look at the pawn named Javier. He has a male name and beard and moustaches, but also a clearly female face. (Compare his eyes to Chef's eyes to the left)
Manofwar 10 Aug @ 6:28am 
奥德赛的古代佣兵团任务经常会刷烟烬mod武器作为特化武器奖励(应该不是其他mod影响吧),但是烟烬武器自带特化不需要任务给,挤占了原版特化武器的获取,可以考虑不让佣兵团长携带烟烬武器吗
Chimbo 10 Aug @ 4:53am 
Wonderful mod! I was wondering if there was any way you'd include an optional setting to increase the price of Amorphous Polymer from $1.00 to $2.00? It being cheaper than Steel means that the Lapis Xenotype from Alpha Genes, which eats metals, will always prefer to eat Polymer instead of Steel. I need that Polymer for cool Cinder things!
mo  [author] 9 Aug @ 10:53pm 
mo  [author] 9 Aug @ 10:53pm 
In fact, it will not affect other xenos in my testing. You should check that your mod is up-to-date and try to test it normally
mo  [author] 9 Aug @ 10:46pm 
If you don't enable har, don't enable that option
Nevermind 9 Aug @ 8:36am 
Hi! Is it intended that all male pawns in my game have a chance to spawn with female faces and bodies? I've seen your earlier comments that it's intended for cinders, but it affects all other xenotypes, including vanilla ones and baseliners. Is it possible to restrict this feature to cinder xenotype only? (Biotech, no HAR, "vanilla faces" option is enabled)

Here's the screenshot (all pawns are male): https://imgur.com/a/5HbHE5K
Mod list I was able to reproduce it with: https://imgur.com/a/uYuFm1t
彩虹猫 9 Aug @ 1:46am 
还有就是,留下满地蓝图也挺烦人的.
彩虹猫 9 Aug @ 1:28am 
说实话无形陷阱蛮鸡肋的,释放范围小不说,而且大规模交战一旦被敌军突脸不是炸友军就是炸自己.
而且让ai自己操作他只会乱放.
彩虹猫 9 Aug @ 1:09am 
问题是相邻的无形陷阱会连锁爆炸.
彩虹猫 9 Aug @ 1:04am 
不再有误伤模组导致的,所以能做一个和不再有误伤模组的兼容么?
mo  [author] 8 Aug @ 11:21pm 
没有红字无法修复,请在讨论串报告错误
Europa chan 8 Aug @ 4:19pm 
Sorry if it this is obvious somewhere but how exactly do you repair the tactical turret walker? it got damaged and my pawns wanna *haul tactical walker unit to tactical walker blueprint* and it does nothing
Realz 6 Aug @ 5:35am 
How to refill Tombstone's ERA?
NEPH 4 Aug @ 9:26pm 
I'm having fun playing the cinders, Overall I'm satisfied, but have a few unsatisfied comments I'd like to share.

- The art for the bottle weapon doesn't quite fit the game. I'd suggest redoing the outline of it. Right now it looks like has white lines.

- I feel the Heavy walker units' toughness is too strong - think it needs some balancing.
Wouldn't it be better to lower HP by about 10%?
lloki 4 Aug @ 3:44pm 
@mo ok, so getting back to this Facial Animation thing. I have the option enabled, but it still show "anime" version. Here's a screen: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3542292123 .

The problem is occurring if HAR is enabled, it's working as intended without it.

I have tested it only with HAR, Facial Animation + Vanilla Textures expanded for Facial Animation.

I can see that with HAR there are many interesting options added, so I'd really like to use it, but these anime faces are not really fitting to my playthrough. Can you please advise? Maybe there's some fix needed?
Touka 4 Aug @ 2:58pm 
for some reason the dragon slayer bow shoots rockets when its in minigun form so it can cause a lot of lag by exploding a ton of projectiles
mo  [author] 4 Aug @ 8:36am 
@lass237 :update your mod plz
lass237 4 Aug @ 8:02am 
i cant summon the enemies wave, when i use the fake sigbal generator nothing happens. i even tested with only harmony and cinder of embergarden mods intalled.


0
✠Remilia✠Ecarlate✠ 3 Aug @ 5:54am 
XML error: 2000~5000 doesn't correspond to any field in type FloatRange. Context: <apparelMoney><max>1200</max>2000~5000</apparelMoney>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.XmlToObjectUtils.DoFieldSearch_Patch1 (System.Type,System.Xml.XmlNode,System.Xml.XmlNode)
Verse.DirectXmlToObjectNew:ResolveFieldForNode (System.Type,System.Xml.XmlNode,System.Xml.XmlNode)
(wrapper dynamic-method) Verse.DirectXmlToObjectNew/DummyTypeToHoldDynamicMethods:ParseAndSetComplexTypeField_Verse_FloatRange (object,System.Reflection.FieldInfo,System.Xml.XmlNode,System.Type)
(wrapper dynamic-method)
✠Remilia✠Ecarlate✠ 3 Aug @ 5:52am 
Hello there is a problem with Cinders and Deadman's switch mobile dragon i don't know which end has a problem.
BellCrow 3 Aug @ 4:59am 
Sorry if this has already been asked, but it seems that the body is slightly longer than the default one, which is why the legs stick out with most types of clothing. Is there anything I can do about this?
Absolutely love the mod! How do you get "Regeneration Enhanced Serum" though?
Lovhes 3 Aug @ 1:58am 
thank you mo! this mod now works with the raider swarm compression!

not sure if i will ever face a compressed horde of robots from this mod, but thank you anyway!
lloki 3 Aug @ 1:28am 
I did. As I wrote, this option only changes the body, while the head remains the same. It is changing both body and the head, but only if HAR is disabled.
mo  [author] 2 Aug @ 8:30pm 
@lloki Use comma eye mode in mod settings
lloki 2 Aug @ 10:45am 
Is there a way to get faces from VTE Facial Animation with HAR enabled? Because this checbox in mod's options is working only on the body in this case, the head still looks like original Facial Animation. It does work without HAR though.
Cal 2 Aug @ 7:11am 
Just an FYI, the game gives a warning on start:

Key named Nerf is not present in settings.