边缘世界 RimWorld

边缘世界 RimWorld

Det's Xenotypes - Venators
137 条留言
Slice of Thanatoast 9 月 21 日 上午 2:00 
The precision longrifle appears to have some typos and/or formatting errors in the description. Is /n a coding thing?
Alexander Moonflower 9 月 6 日 上午 1:49 
Your mods are really cool:D
give me games on GoG 8 月 29 日 下午 3:18 
Legendary series of mods , thanks, and their spawn rates are well balanced
brick 8 月 23 日 下午 6:47 
They look as if you mixed the Shek from Kenshi and the Hearthians from Outer Wilds.
Dj0z 8 月 22 日 上午 7:23 
This update isn't perfect, but much better on many levels, not all listed by author:
-No more error on game launch about the armor.
-Visage no longer totally made of air, and apparently can be made at tailor benches, which would mean no waiting for Fabrication bench and no delaying your component production. Deserves a "shot" now (heh).
-Farsighted is still weaker than Nearsighted+Strong Melee (which takes 0 metab) or a smiliar combo for ranged, since it has 4 downsides, but the buff at medium+ range is now *massively* higher. Can't wait to try it.
DetVisor  [作者] 8 月 22 日 上午 5:46 
Yeah, my apologies, if I had known I would've told someone beforehand. My mistake.
Quiana 8 月 22 日 上午 5:42 
I'll put a PR for removing that patch entirely then, no worries.
DetVisor  [作者] 8 月 22 日 上午 5:39 
The pawnkind wasn't used for anything other than testing which is why I removed it, I wasn't aware it was patched for CE.
Quiana 8 月 22 日 上午 5:32 
Hi Det,
There seems to be an issue where your pawnkinddef is missing from 1.6, so CE is failing to find it to patch like it was in 1.4/1.5. Is this intended?
DetVisor  [作者] 8 月 22 日 上午 3:20 
Yeah, but a steel plate on your face will be more resistant to bullets than specialized hunting gear.
Xeonzs 8 月 22 日 上午 2:52 
Hmmpf, I'd argue that the visage isn't exactly meant for direct combat either lol, but I guess I can always just edit the xml to my liking.
Great mod though other than that. :steamthumbsup:
DetVisor  [作者] 8 月 22 日 上午 12:45 
It's not a mask meant for the battlefield, the buffs it has justify a lower armor. Ideally, any venator wearing this wouldn't be in range of any enemy.
Xeonzs 8 月 21 日 下午 11:34 
I think the venator mask needs a slight buff, right now it's inferior to a steel medieval visage (from ideology DLC).
At legendary: Visage has more than double the hitpoints, doesn't cost components, has more sharp protection, has more blunt protection and has heat protection.

I'd make the argument that such an advanced steel mask should probably be better than a medevial steel decorative facemask with holes in it.
You could probably just add 5 plasteel cost to it to compensate for any balancing, I think that'd be fair for an advanced face mask.
DetVisor  [作者] 8 月 21 日 下午 4:30 
Mod updated:
- Buffed the Farsighted gene due to changes in accuracy calculations.
- Switched Paralyzed hediff to stages, affected pawns now have 3 hours of proper paralysis, before getting up and just being slowed.
- Hunter Visage has some minor armor stats.
Dj0z 8 月 18 日 下午 5:33 
This is great to hear!
DetVisor  [作者] 8 月 18 日 下午 4:33 
In 1.6 Tynan changed something within the calculations that makes the farsighted gene far less powerful than it used to be, worry not, I will fix this, venators don't miss.

Perhaps I'll give some defense to the visage too.
Dj0z 8 月 18 日 下午 3:13 
I really like your xenotypes usually, but I'm kind of disappointed by this one.
Farsighted especially, with more downsides than upsides while taking 2 metabolism, with an aiming time penalty not even listed in this page, feelsbadman. Losing it feels like a buff.

Then there's Visage, which looks super cool and metallic but gives 0 defense. Any hat, wooden war mask or veil gives some defense, on account of not being made of thin air. So why not this steel mask? I would be fine if it could stack with them but it can't. (btw Machining research but needs Fabrication bench?) So I recycle any I find which is sad.

Feels like Venator upsides are being a little overvalued.
girk 8 月 9 日 下午 6:25 
what do you mean if? it is op, should be nerfed to slowing down or have a high cooldown rate.
Keohtyzed 8 月 7 日 上午 6:33 
That precision longrifle and hunter's visage look super cool! This is an instant add. Thanks for sharing :steamhappy: !!
keeganbate 7 月 31 日 下午 4:25 
Also, if the paralyzing bite is op, don't use it!
keeganbate 7 月 31 日 下午 4:25 
I just want to say, the new DLC has let me make a colony of these predator-hybrids that are ideal for the gravship starting scenario once you train one to mine. They can wipe out a tile of animals, toss them all in the fridge, strip all the resources and move on/raid.
Todo_rixz 7 月 29 日 上午 11:20 
i have seen one get ripped to shreds and destroy like 4 mechs it was actually insane
DetVisor  [作者] 7 月 28 日 上午 8:31 
I'd like to but it'd be a useless reward for people who don't have any venators.
child assault services 7 月 28 日 上午 8:06 
can we get a unique version of the longrifle
WilloWisp1121 7 月 25 日 上午 9:08 
kenshi player spotted
Deggial 7 月 24 日 上午 5:39 
"Not sure what happened or why your comment got sent 3 times, ..."
Sorry again!

It's because I rewrite my comment if I find an error or realise that I've missed something, and I think that there hasn't been a response in the meantime.
Clearly that didn't work this time. :(
Deggial 7 月 24 日 上午 5:35 
The EBSG framework is missing from the dependencies.
Is this intentional?
(I've already subscribed to it for some of your other mods.)

Also, the Athena framework is still mentioned in the description. You may want to clean this up to avoid sending out mixed messages.

(And sorry for messing up the flow here ... I *hate* that it isn't possible to edit comments!)
DetVisor  [作者] 7 月 24 日 上午 5:34 
Not sure what happened or why your comment got sent 3 times, EBSG framework isn't a hard dependency, the rifle just appears if you have it loaded.
girk 7 月 23 日 上午 12:24 
You need to rework paralyzing fangs. It is too op man.
DetVisor  [作者] 7 月 22 日 上午 12:03 
Unsub and resub, make sure steam downloads stuff, I fixed that a bit ago.
carabiner 7 月 21 日 下午 8:58 
Hey, I'm getting a red (!) error when I start the game with this mod enabled in 1.6. Unsure if it's because of other mods I have? Here's the start of the bug (won't let me post the whole thing in comments, lmk if helpful to send elsewhere?):

"Could not resolve cross-reference to Verse.ThingDef named Apparel_ArmorLocust (wanter=apparelRequired)"
cyanobot 7 月 21 日 上午 2:24 
Wheeee! Love your xenotypes, delighted to see them updating
Aratfal 7 月 19 日 上午 7:51 
okay, thanks for answer
DetVisor  [作者] 7 月 19 日 上午 7:49 
Some yes, some will just have no requirements in 1.6
Aratfal 7 月 19 日 上午 7:46 
do your other weapons mods will be move to EBSG framework?
DetVisor  [作者] 7 月 19 日 上午 7:09 
Mod updated to 1.6.
- Longrifle now moved from Athena to EBSG framework, as description infographic states.
- Edited various descriptions.
DetVisor  [作者] 7 月 12 日 上午 2:00 
Yes. As I said under another mod I plan to update everything.
ACELESTKEY 7 月 11 日 下午 7:40 
Are there plans for 1.6? Your Xenos are amazing
sewnutty 7 月 3 日 下午 6:53 
Wait the midgets of Guild Wars 2 and Predators had a child race.
God help us all....
10/10 with a splash of gorewine.
BestNameExisting 6 月 29 日 上午 9:31 
Also, the venom description mentions it being from specifically venator, even though it can come from other xenotypes.
BestNameExisting 6 月 29 日 上午 9:28 
I like the mod but like others have said the toxin-bite is insanely OP and should probably have diminishing results for larger body sizes and not lockout others from their actions, like a enemy attacking or particular Anomaly entities doing special actions
Wemijei 5 月 22 日 下午 7:11 
Can toxin bite anger allies if used on them? I'm using this mod on multiplayer and I don't want this cheese method to be available. Ability itself doesn't seem to be listed on Rimmsqol
Benetrator - Beton 4 月 20 日 上午 11:18 
Have you thought about maybe adding a body size threshold to the toxin bite? Maybe something like anything with body size > 1.5 only gets a movement debuff? I know that tiny snakes can knock out humans but being able to paralyze a thrumbo is kind of OP from my perspective
girk 4 月 17 日 上午 10:06 
basically predators right? pretty cool
RedGlobe 4 月 6 日 下午 1:53 
Glad I could be of help! =)
DetVisor  [作者] 4 月 6 日 上午 9:55 
Ah, well thank you for finding that out, as you said it yourself without the game throwing an error it's basically impossible to see something like that.
RedGlobe 4 月 6 日 上午 8:51 
Oh and there is a small typo in the item description of the Precision longrifle:

A "n\n\" instead of "\n\n" ;-)
RedGlobe 4 月 6 日 上午 8:42 
Now I don't know the reason for why the quality node is explicitly put inside the XML (since the def inherits said feature), but removing it solved the "anomaly" for me. Neither can I say whether it is a incompatability with another mod or not. Yet this is the very first time I have seen something like this.

And since no error or warning is being thrown (I checked that!) there is no log to check for. Apparently the game logic becomes confused which value to use in certain circumstances. Thus this thorough explanation.

Maybe you want to have a look at it.

Either way: really like your xenotype series! Fits in quite nicely. =)
RedGlobe 4 月 6 日 上午 8:42 
@DetVisor I accidentally stumbled across a possible mistake/anomaly with the Precision longrifle.

From a quest I recieved a masterwork version (so far all is well). Item arriving is of "Masterwork" quality. Then a hauler picks it up and hauls it to a stockpile. Now the rifle changed to "Normal" quality. After a close inspection I realized that it has two distinct quality values. One is set to "Masterwork" and the other is set to "Normal". Apparently when the item gets moved around the "effective" (lacking a more apropriate word here) quality gets set to the second quality value (which is "Normal" in this case).

Wondering how it came to pass that it has two distinct quality values I checked the XML and found the culprit of the issue.

This child node of the "<comps>" node:

<li>
<compClass>CompQuality</compClass>
</li>

After removing the child node the item only has one quality value, which persists on moving the item around.
Montu 2024 年 12 月 18 日 下午 7:23 
I like this a lot, however the paralyzing fangs is definitely OP. I would recommend adding a longer cooldown to use it, like days or weeks even. It'd still be OP but it would at least make it much more strategic to use instead of just using it whenever you want