边缘世界 RimWorld

边缘世界 RimWorld

Superhero Genes - Base
526 条留言
Anubis 10 月 25 日 下午 2:47 
NVM the error I posted before was apparently from rimsort loadorder, using vanilla mod sorter fixed the errors I was getting.
yn.dung 10 月 14 日 上午 4:11 
any1 can give me a combo for superhero but not too strong please
dreamur1 10 月 13 日 下午 3:15 
oof, fair enough. Thankfully, it's not the biggest issue in the world - it just has potential to create a bit of an incident, so to speak.

Thanks for getting back to me so quickly! I'm liking the mod so far, otherwise - keep up the good work!
Alite  [作者] 10 月 13 日 下午 12:12 
I haven't encountered that issue, not sure what would cause it, and the C# for phasing is entirely from VEF so I can't do anything to correct it unfortunately.
dreamur1 10 月 13 日 上午 8:02 
I'm not sure if it's been called out before, but there's some sort of gene that supers can spawn with that allows 'em to walk through walls. I think it's called "phasing."

When a tribute collector has the gene, they often walk into my gravship's walls & think they've gotten "stuck" - so they wind up digging through the gravship's walls & promptly leaving the map because they think they were trapped.

Is this something that someone else has seen too, or does it sound more like a weird interaction w/ other mods I might have installed?

If it doesn't sound like a mod incompatibility, then would it be possible for you to add a setting that disallows spawned supers from phasing through player structures unless the super in question is hostile toward the player? I'm afraid that one day they're gonna phase into my gravship while I'm in space - or at minimum phase into the walls of my prison & release my prisoners
Alite  [作者] 9 月 27 日 上午 8:18 
Minor Update:
- I made an offer to an artist that they choose not to refuse, and now the projectiles for abilities in this mod should look a lot less off
- For those who are using the Hero Organization mod and have radiant quests active, captive heroes will now usually have the Heroism ideology instead of the Villain's Ideology
Alite  [作者] 9 月 23 日 上午 4:48 
There's already a setting to remove the base superhero gene as a prerequisite for all of the genes
☿ Filio! ☿ 9 月 23 日 上午 4:45 
Great mod, but I wish I didn't need the base Superhero Gene to get skills like those that let you summon things. I'd love to just get the ability (for roleplaying purposes) without the insane buffs the base gene gives you.
Alite  [作者] 9 月 19 日 下午 6:02 
In that case no, you shouldn't be able to target normal pawns. I just double-checked the code, and canTargetHumans is set to False, so if you can target humans either Steam gave you a bad version of this mod or some other mod is doing something that is messing with the ability.

I recommend verifying file integrity and/or forcing steam to reinstall this mod, but if that doesn't work then I'm not sure what could cause that to happen
谁在背后天天射我 9 月 19 日 下午 5:43 
no,normal pawn
Alite  [作者] 9 月 19 日 下午 5:38 
If you are referring to the wild people pawns, it isn't intentional but it also isn't something I can prevent. Unfortunately, the way that Ludeon coded the ability targeting parameters means that wild people are checked by canTargetAnimals instead of canTargetHumans for some reason, so wild people are left targetable by both command animal from this mod and animal warcall from base Biotech
谁在背后天天射我 9 月 19 日 下午 5:25 
1.6 Command Animal can target pawns,is is intentional?
Snowy 9 月 13 日 下午 1:33 
Someone should make a mod that retextures all the super pills to be Devil Fruits from One Piece lol
Alite  [作者] 9 月 10 日 下午 6:31 
If asteroids are not reachable via world flight, then you should have steam verify file integrity and/or reinstall this mod.

Activation of the ability is similar to launching a drop pod, though if you are targeting a place that has multiple arrival options (i.e. settlements allow for landing at center or edge) you'll usually need to let the game run a couple ticks because the way that the game handles abilities causes there to be a slight delay in that drop down.

If it still doesn't work after the verify/install, you'll have to clarify on what way it isn't working
Vakstov 9 月 10 日 下午 5:58 
Sorry if this is answered somewhere, point me in that direction but does flight not allow flight to asteroids or platforms in 1.6?

I can't seem to get it to work, if I select world travel I get a yellow hexagon but can't seem to travel to them.

What am I doing wrong?
Alite  [作者] 9 月 9 日 下午 12:24 
Without the full log I can only guess what's going on there, but my best guess is that what you saw was just the list of all the mods that have a harmony patch in that line of events. The way the CE version is set up means that it won't work with 1.6 CE until that author redoes that mod with the current version of this one, and that version won't cooperate with this one since it's a replacement instead of normal patches
oinko sploinko 9 月 9 日 上午 6:05 
It references mods like Tabula Rasa, Stuncasrer, VEF patches... something that comes up a lot is the term "skyfall" I think? Granted I am using both this and the CE patch, which seems like it could cause the issues. I'd have to check... it'll be a real shame if that's the case though
Alite  [作者] 9 月 9 日 上午 4:18 
@Oinko can't say I've encountered that issue, nor am I sure why it'd be checking for any mods in general. I recommend verifying file integrity just to make sure Steam didn't give you a bad/corrupted version, and if that doesn't work I'll be trying to replicate the issue when I get back from work

@Efrain From what I can tell, they just copied this mod's files instead of making patches, so using both at the same time may cause issues. If you're on 1.6, you'll need to wait for them to update as their 1.5 version will probably throw errors in 1.6.
Efrainx117xKill 9 月 8 日 下午 8:43 
If I use CE is it necessary to have both versions of your mod or just the CE version?
oinko sploinko 9 月 8 日 下午 7:43 
Exception ticking SuperLeaving102523 (at (161, 0, 117)). Suppressing further errors. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref CBC78028]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00003] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.Planet.WorldObjectMaker.MakeWorldObject (RimWorld.WorldObjectDef def) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.FlyShipLeaving.LeaveMap () [0x000ff] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Skyfaller.Tick () [0x001f6] in <24d25868955f4df08b02c73b55f389fe>:0

This is with the nonsense cut out to fit here
oinko sploinko 9 月 8 日 下午 7:42 
Anybody else having problems getting flight to function? It's spitting out some vague errors about a lot of random seemingly unrelated mods and making the pawn basically break
hoteldoor538 9 月 4 日 上午 11:31 
My inability to read has hampered me once again, thank you author
Alite  [作者] 9 月 4 日 上午 11:28 
It gives a type of ever evolving based on thing thing consumed, and all of the options are mentioned at the end of the gene description
hoteldoor538 9 月 4 日 上午 11:02 
How does the beelzebub power works exactly and what gives the lethality evolution? I just randomly got the ever evolving lethality and was wondering what other hidden evolution is available
jagdpenguin 8 月 30 日 下午 5:04 
ah yea I am playing on 1.5, I probably should have opened with that
Alite  [作者] 8 月 30 日 上午 11:55 
There was a bug in my pre-1.6 code that caused hediffs to not properly be removed on gene removal, but that's been fixed for a couple months now. if you are playing on 1.6, I recommend verifying file integrity and manually deleting the hediff, and that should stop the issue in the future
jagdpenguin 8 月 30 日 上午 10:55 
I added a passive shield to a pawn but after realizing how powerful it is I kinda want to replace it, but for some reason changing the gene using character editor doesnt work.
Seal King 8 月 28 日 下午 7:19 
ok, that sounds fair enough, thanks again,
Alite  [作者] 8 月 28 日 下午 2:17 
My sloppier CE patches were removed from this mod since someone with more experience using CE made a patch mod. Ideally, someone on the CE team will ultimately implement patches directly in CE, but I doubt that process has been started and don't know what would be required for it to happen. At this point, I'm planning on leaving the CE side of it to people who use CE so CE users have a non-sloppy version.
Seal King 8 月 28 日 上午 9:29 
Hi, love this mod, it has been working great, but with combat extended it doesnt give durable heroes any armour, or atleast, not as much as it did before i think. Is this a known issue? thanks for ur hard work keeping up with all this
Alite  [作者] 8 月 22 日 下午 3:12 
After a lot more work than I expected it to take, Gate and Teleportation Rift have been completely reworked to allow you to teleport between the surface and orbit.

Any layer accessible through world abilities should also allow for teleportation, though settlements on layers that don't allow caravans to be made (i.e. orbit) cannot be visited this way, only attacked.

In related news, teleportation should now properly find allies on the map for more precise targeting when available, and teleporting to sites now enters the map immediately instead of requiring that random caravan step in-between
Alite  [作者] 8 月 21 日 下午 2:36 
My next recommendation would be to see if verifying file integrity somehow fixes the issue. Not sure how much impact it will have, but it's worth a shot
Alite  [作者] 8 月 21 日 下午 2:35 
That's really weird because a lot of those genes aren't even using special code (i.e. Emergency patch and stasis both only use the basic abilities stuff)
QuarianRex 8 月 21 日 下午 1:37 
Played around a bit. Seems to be affecting both Soldier and Empath gene categories. All of the pre-req genes (Psionic Immortal/Placater/etc) attach and remain fine, but all other genes in those categories disappear (Gizmos for associated powers, like Psionic Flight, don't appear either). All other categories show and can be used without issue (tested Hemomancer genes as well and they are fine). Genes appear in Devtool to be added but fail to do so when selected. Devtool removal of genes show that the missing genes are not present, not merely invisible.

Never seen this before. Weird as hell.
Alite  [作者] 8 月 21 日 下午 12:07 
Just realized my phrasing of the EBSG Framework settings was accidentally a bit misleading. Those settings only affect hair and skin, so it wouldn't have an impact in this case, though other mods might have a more general condition for when genes are hidden, if this is a case where the genes aren't completely removed
Alite  [作者] 8 月 21 日 下午 12:02 
I tried both with dev tools and vanilla's xenotype creation menu, and didn't have any psionic soldier genes vanish. If nothing pops up in the logs, please double-check that the gene is completely gone (doesn't appear in the remove genes section of the dev tool).

If it is completely gone, please check to make sure there aren't any other effects or mods which forcefully set what genes the pawn can and cannot have, and if not gone see if you have any mods that alter what genes pop up on the list of shown mods (i.e. EBSG Framework has a toggleable setting that hides genes that aren't active).
QuarianRex 8 月 21 日 上午 11:41 
None of the genes from the Psionist - Soldier category (other than the pre-req's Psionic Soldier/Commando/Immortal) seem to be 'sticking'. They are showing in Character Editor but have disappeared on the pawn in game. Attempting to manually add the genes to the pawn with Devtool fails as the gene immediately disappears after being added.
Alite  [作者] 8 月 21 日 上午 11:35 
In that case it probably was included in the meteorite since the game wasn't restarted after disabling the setting. If another one pops up even with the setting disabled after the game is restarted, then we have a weird bug on our hands that I'll have to take a look at
BigGovernment 8 月 21 日 上午 11:13 
Super compacted* sorry
Alite  [作者] 8 月 21 日 上午 9:49 
If you remove all genes and items added by this mod from your save, maybe? Much like with most mods, this is never going to be truly safe to remove mid-save, the best you can do is minimize how many errors pop up
Quilava 8 月 21 日 上午 9:38 
Can i disable the mod mid game? I may put too much power into my pawn :cta_emo10:
Alite  [作者] 8 月 21 日 上午 8:56 
Super condensed or just condensed? The condensed version is the vanilla one, which that setting doesn't alter
BigGovernment 8 月 21 日 上午 8:40 
I hadnt restarted after changing the settings. This was condensed plasteel.
Alite  [作者] 8 月 21 日 上午 6:46 
I can't replicate the issue on my end. Did you restart the game after disabling the setting? If so, can you let me know what type of meteor it say fell? If you have the letter it'll say something like "Meteorite: Super Compacted Steel" or "Meteorite: Super Compacted Silver", and if you've already closed the letter the mineables it leaves behind will have a label like "Super Compacted Steel" or "Super Compacted Silver"
BigGovernment 8 月 21 日 上午 6:09 
Just a heads up, condensed meteors still fall even after disabling them in the mod options.
Alite  [作者] 8 月 20 日 上午 11:43 
In theory when you hover over an island it should show the hexagon in-which the super can reach. If it doesn't show that I recommend checking the settings menu to make sure you have the two new settings involving the jammer and the SHG Base prereq. If either of those settings aren't there you'll need to get steam to redownload the mod so the update is actually implemented
Breadmond 8 月 20 日 上午 11:32 
ah ok I just need more speed then I suppose, sorry
Alite  [作者] 8 月 20 日 上午 9:28 
A setting has been added that removes the signal jammer check
7:39 PM 8 月 20 日 上午 8:06 
Is it easily editable if I wanted to disable it? for rp reasons.
Alite  [作者] 8 月 20 日 上午 8:00 
No, I intentionally put that restriction in place