RimWorld

RimWorld

Revia Race - Biotech
592 kommentarer
Dustbin 25. sep. kl. 23:24 
Not sure where to find the Ritual to change xenotype or genes? I have some children stuck with the "Something missing.." debuff and can't seem to find it as an option at the blood sigil
Chessxn 16. sep. kl. 18:47 
What's the default behaviour for revia born setting?
Шашлычник ;р  [ophavsmand] 15. sep. kl. 14:06 
Will be in next update
Zenzi Aurora 15. sep. kl. 9:50 
So, is there a way to avoid the sacrificed mood penalty for non-revia? Ideology setting or otherwise?
Bits_and_Bytes 8. sep. kl. 23:16 
thanks for such a quick fix we really appreciate it
Honeydew94 8. sep. kl. 16:53 
Absolute Chad, i just started my new play through and everything broke :( Wasn't expecting a fix this fast. :steamthumbsup:
Underblade 8. sep. kl. 9:19 
Это не человек... Это же АНГЕЛ!
Jas 8. sep. kl. 5:02 
Thanks for the quick fix!
Шашлычник ;р  [ophavsmand] 8. sep. kl. 2:53 
Fixed the issue with Facial Animation. Thanks for report.
Highwayman 7. sep. kl. 22:28 
wonder what the heck's causing this mod to have a seizure and die? guess FA changed something that was important to this mod.
Шашлычник ;р  [ophavsmand] 7. sep. kl. 13:58 
Will take a look
Zanster 7. sep. kl. 13:08 
For those using (recently updated) Facial Animation and have missing faces, you can try removing "FA_Compat" patch folder from this mod to fix the issue. It'll probably break "Revia Race - Facial Animation" mod if you're using that though.
Jas 7. sep. kl. 13:01 
It has been confirmed that with this mod conflicts with the new NL Facial Animation - WIP update from earlier today. All pawns are head/faceless.
蟹ミソアイス 7. sep. kl. 10:15 
It appears that after the MOD update, all Pawn faces disappear when Facial Animation is introduced.

MODの更新によりFacial Animation導入時にすべてのポーンの顔が消えてしまうようになってしまったようです。
Danniel 6. sep. kl. 4:13 
How many sacrifices of live prisoners does it take to get more tails for a revia? They don't seem to get stronger no many how much they kill.
Ballistic 4. aug. kl. 16:07 
any idea why this female colonist was born with an incomplete gene set when the setting is set to "Revia only born Revia" with the no hybrid setting on?
тетеря, блин 1. aug. kl. 20:18 
clicking ressurect and full heal in Character Editor removes tail.
тетеря, блин 31. juli kl. 13:05 
would be great to have a compatibility with this mod:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501317537
VioletSkyeS 20. juli kl. 19:49 
Minor bug you can sacrifice the Drones from Odyssey to the gods I don't think that's meant to happen unless they are machine gods lol
Sai 20. juli kl. 3:11 
Hi, so I read online that if I gave a colonist one of the Revia xenotype genes I can use the Blood Sigil to turn them into a full Revia and therefore propogate how many foxes I have in total slowly over time.

I don't seem to be able to do this after giving someone the claws gene. Is this still possible or is there a way to do what I want to do :) Thanks! I want many foxes ha
salt_babe 17. juli kl. 11:16 
Yes! No HAR gang!
Шашлычник ;р  [ophavsmand] 17. juli kl. 11:09 
The issues with trading (problem on Rimworld's side, posted a temp solution to avoid it) and Red Haze have been fixed.
Nooctae 17. juli kl. 6:08 
It might be a mod conflict, but red Haze is fully bugged for me right now. The item has no description. Taking it creates the dependency and gives the correct stats, but consuming the drug does not refill the need, nor does having the need bar reach 0 creates any negative consequence.
Шашлычник ;р  [ophavsmand] 12. juli kl. 8:16 
Thanks for your work, I think it'll help to find a cause of this odd error.
salt_babe 12. juli kl. 7:25 
After further testing, the following "Hediffdef" might be the culprit.
I use Cherrypicker to disable the following Hediffdef, and the problem can no longer be recreated.
"Soul reaper (1) to (9)"
"Claw"
"teeth"

It's worth noting that other Hediffdef like "Red haze" "gash" etc. don't contribute to the bug.
Just want to inform you about my discovery. Not mean to rush you or anything cuz that might be caused by other issue and not this mod.
Шашлычник ;р  [ophavsmand] 12. juli kl. 4:58 
Weird bug... Will try to fix it later, but I'm not sure if this mod caused it...
salt_babe 12. juli kl. 2:50 
It will only happen half of the time when trading with base game faction. So you might need to try a few times. Thanks for your hard work.
salt_babe 12. juli kl. 2:46 
Trading with settlement will result error that no goods will be spawned. Test with only this mod and Harmony
Yrm1e 30. juni kl. 1:20 
I turned one of my revians into a male and it killed him instantly lol

said they rejected the revian genes. I probs forgot to tweak a setting lmao
Шашлычник ;р  [ophavsmand] 29. juni kl. 23:38 
For 1.4 only
AOITAKA 29. juni kl. 21:44 
Do I need Better Gene Graphics Framework? Rimpy shows this mod need Better Gene Graphics Framework to work.
Шашлычник ;р  [ophavsmand] 26. juni kl. 15:25 
I've removed a Harmony assembly from the mod (it is specified as dependency so we don't need another local copy of it)
Thefallenpea 26. juni kl. 5:10 
asking this with genuine curiosity, how and what magic did you use to make the size of this version way smaller than the original?
SanDimas 18. juni kl. 13:08 
damn still strange tho, i mean i have the revia enabled and the prisoner arena but revias dosent appear even as faction on dev mode they dont even exist, one mod must be conflicting then what mod dk i have like 200 mods tbh im too lazy to check them lmao
Шашлычник ;р  [ophavsmand] 18. juni kl. 0:38 
Can't reproduce the problem:
I've launched the game with both mods active, imprisoned 2 pawns (colonist and Revia raider) and had them both play chess to get recreation when their need is low.

I have nothing that interacts with recreation

Also I found that I forgor to send 1.6 update there:headbash:
Triel 17. juni kl. 6:25 
Right, this person also mentioned that this mod supposedly conflicts with prisoner recreation because prisoners don't get recreation need with it but do without. I dunno what could possibly conflict though, but maybe you got an idea
SanDimas 16. juni kl. 14:11 
sup just wanted to say cool mod, i was installing prisoners mods for reasons, prisoner recreation and prisoner arena, i was like cool another one for the 200 list lmao, and yeah the arena spot use the same sacrifice spot and the arena, or clockwise if you install revia first arena spot is disabled, so pretty much yeah its conflicting or smt, just saying that, have a good day
Шашлычник ;р  [ophavsmand] 14. juni kl. 14:51 
1.6 update
There will be content update for 1.5 and 1.6 tho
Шашлычник ;р  [ophavsmand] 14. juni kl. 8:53 
Revian projects have limitation by default - only Revia able to research it. You can disable it with mod settings tho.
LukieDukes 14. juni kl. 8:43 
dunno if its a bug but ive been unable to research Revian Equiptment UNLESS my Revia colonist is the one to do the research also interesting I have a debug: finish now on all other research except the Revian Equiptment
Surasu Undying 13. juni kl. 7:54 
@Vulkandrache I would like the info, i sent friend request already hehehe
Vulkandrache 12. juni kl. 23:18 
I didnt think you only wanted one.
My colony of 65 years went through about 800 offspring.
The campaign took me 3 weeks to set up and almost a full year to play.

I started with one pawn with the Puppeteer Psycasts and the Incorporate ability.
Loss condition was to either have him die with no other body to jump to or the colony
losing its last pawn with Incorporate.
Fertility for ageless pawns was aroung 5%.
Animal to archotech with "Arcane technology", "Research reinvented"
and "Early times" and 0 technologies researched.
Main enemy in the midgame were the N4 from Void.

I believe i had a 2.3 multiplier for the growth and 2 per level base.
Level 1->2 took 2 stones. Level 9 was reached with around 2300 total.
This allowed children to get to level 4 quickly, without costing the long-term pawns too much progress.

If you want some more info i dont mind having a private conversation.
But be prepared to see some mods that most people arent going to use.
Surasu Undying 12. juni kl. 10:14 
@Vulkandrache Could you please send me the complete list of bloodstones per level?

Also i made her deathless and Nonsenece with the gen of Sterile and exotic organism (This gene makes she the only one of her kind) Any sugestions you had the better!
Vulkandrache 12. juni kl. 9:30 
Give genes that make a pawn live longer a coresponding penalty to fertility,
so they are less likely to pass on.
Increase the bloodstones needed for higher levels. I found ~2500 to level 9
a good balance for ageless pawns.
Decrease the lifespawn bonus from +170% to something more resonable.
In my 1.4 generations playthrough the Revia were one of the better Xenotypes used
but only one of many. My best pawns had their genes mixed in with lots of others.
Some of those Xenotypes came from mods not found on Steam.

I would recommend using a mod that gives all Genes 0 metabolic effect.
Surasu Undying 12. juni kl. 8:29 
I am thinking of making an "archo-revia" xenotype for my personal generations playtrhu. Any sugestions as what to add to this already perfect race? By the way

BLOOD FOR THE BLOOD GOD. SKULLS FOR THE SKULL THRONE

BURN MAIM KILL

HAIL KHORNE. (Sorry i am a big fan of khorne)
UnWiseSage58 4. juni kl. 3:56 
is there a way to get the revia tail gene that dosnt require ether being a revia from the get go
or gene editing
like a quest or something to gain the blessing of Skarne?
Evono 22. maj kl. 12:15 
@martin Use rimsort not rimpy.
martingolding96 21. maj kl. 9:09 
I added it anyway so I could get rid of the warning when running Rimpy
Шашлычник ;р  [ophavsmand] 21. maj kl. 3:33 
@martingolding96, for 1.4 only
martingolding96 20. maj kl. 15:29 
Rimpy is claiming that Better Gene Graphics Framework is needed