边缘世界 RimWorld

边缘世界 RimWorld

[RAZ] Mal0 Race
103 条留言
razar1  [作者] 9 小时以前 
Made a change to *hopefully* force all summoned Mal0 pawns to not be unwaveringly loyal.
Nimn 11 月 11 日 下午 7:57 
Ok so that's very odd then. Could be an incompatibility from the other end then. Just checked while typing. Spawned in a wicker shield from combat extended armory, the item covers the left shoulder. Right clicking says missing body part. This is a new game without injuries. So i'm going to assume it's their end. Thanks for responding, shouldn't have needed to but i'm grateful nonetheless.
razar1  [作者] 11 月 11 日 下午 4:54 
They definitely have shoulders. Just like humans. Same def, label, wound anchor, group, etc as human pawns.
Nimn 11 月 9 日 下午 2:11 
Ok so reading here has solved unrelated problems, so that's awesome. But having a weird issue with certain equipment. For some reason my mal0 is missing a shoulder >_< tried equipping a wicker shield, not sure which mod it was that added it, and the shield said missing body parts. Fresh game, haven't fought yet, and the dev console showed no hidden injuries.
Dragon 11 月 6 日 上午 12:36 
Ah so there is, just found that out.. but yeah it appears that the faction of Entities (In my six playthroughs of testing) is similar to the empire in ways of unwaveringly loyal, so there's a LOT of Mal0s out there that swear oath to the void they come from pfft.

Well hey at least we can say we mindbroke the skull doggo woman!
razar1  [作者] 11 月 4 日 下午 4:26 
There is an anomaly ritual that should remove it, though it is random if a pawn ends up being unwaveringly loyal in the first place.
Dragon 10 月 30 日 下午 6:20 
Is there a way to remove unwaveringly loyal? Like through studying? Or do I just pack up and enslave the poor Mal0?
razar1  [作者] 10 月 14 日 下午 8:58 
You have to target the pawn who has the connection to the entity,
Nic13#EZ 10 月 14 日 下午 5:14 
I don't understand how to summon, I choose to summon a creature (psi connection), everyone is selected (readers and the main one), except for the target (the cell is empty)
TheRedPriest 9 月 16 日 上午 12:39 
Dropped an error i have been getting in Discussions
razar1  [作者] 7 月 31 日 下午 3:38 
Nope. A lot of the race's features depend on HAR.
Brindav 7 月 31 日 下午 3:20 
Could it be possible for the mod to work on biotech instead of alien races, i find it good but having to use alien races for only at most one pawn feels kinda annoying.
razar1  [作者] 7 月 31 日 下午 2:25 
random generation
torchlyte 7 月 26 日 下午 2:19 
Is the spawned pawn supposed to be unwaveringly loyal, or is that a consequence of random generation?
robochild 7 月 24 日 下午 9:23 
literally my only complaint is there are no male versions. amazing in every other aspect :rwlizard:
IDKJustFall9 7 月 24 日 下午 6:27 
Slight spelling mistake in child backstory, literally unplayable.
Warpstoned 7 月 1 日 上午 9:17 
I misunderstood my friends, only the anomalies spawned by the endgame died lol. My Mal0s were safe and sound
The Fault Lies With Clankers 6 月 25 日 下午 1:23 
Can you add male Mal0s? The original scp can be both male or female. I want to make a base made up entirely of just Mal0s.
SadPlastic 6 月 21 日 下午 11:07 
*seeing 3rd 5th image

*aggressively pushed subscribe button
razar1  [作者] 6 月 19 日 下午 8:10 
@Cafe_Stranding The summoning ritual is started at the Anomaly Psychic ritual spot. It requires there to be a comm unit in storage and for there to be a sufficiently connected pawn in order to start it.

Pawns will gather at the ritual spot with the comm unit and perform the summoning.
Cafe_Stranding 6 月 19 日 上午 9:38 
no, i meant summoning the Mal0 itself through the Com Unit. there was no option, but to destroy it
razar1  [作者] 6 月 18 日 下午 6:37 
@Cafe_Stranding the summon ritual is unlocked via an anomaly technology you have to research.
Warpstoned 6 月 18 日 上午 10:47 
@razar1 Ah, I see. If something happens anyway, I'll keep you posted.
Kaiser 6 月 18 日 上午 7:21 
I did not get any errors for the Mal0 pack, no, but I'm 90% percent sure it was this one
Cafe_Stranding 6 月 18 日 上午 12:57 
And i have checked through Characte Editor, i can see Mal0, i don't have any performance mods active, so i have no clue
Cafe_Stranding 6 月 18 日 上午 12:46 
Hello, i've had an issue, where i couldn't get the summoning ritual for some reason.
It says that i've completed the study, but there is no option to "summon" or do anything related for the affected pawn... am i doing something wrong?
razar1  [作者] 6 月 17 日 下午 9:55 
Hard to say... I've never encountered an issue where only clothed pawns would become invisible. Do you get any errors in your logs?
Kaiser 6 月 17 日 下午 8:30 
Could you give me an idea of what kinda of mods might be interfering with this one? I'd love to get my Mal0s back in game
razar1  [作者] 6 月 17 日 下午 2:28 
hmm. I've not tested that case, but I don't think the Mal0 would be killed since they are an 'alien race' instead of an anomaly entity,
Warpstoned 6 月 17 日 下午 12:14 
Hi, quick question: I've heard from friends that if you complete the Anomaly Questline by destroying the Monolith, any captured entities will die. Does this happen to the Mal0s too? I'd hate to lose the two I have lol
razar1  [作者] 6 月 16 日 下午 12:22 
Strange. Wonder if there is an incompatibility with another mod or something. Just went back to 1.5 with a minimal modlist (all DLC + HAR + Mal0) and I don't see any invisible pawns during raids.
Kaiser 6 月 16 日 上午 11:01 
I am not playing on 1.6, I'm staying on 1.5 to make sure my modlist still works, I can't figure out why this one makes clothed pawns invisible
razar1  [作者] 6 月 16 日 上午 8:27 
Ah, you have to use the Dev Version of HAR if you are running on 1.6

The regular version is not updated to 1.6 yet.

@jastrongames if you don't have a pawn with a 'connection', it should just randomly choose one, assuming they have the capacity to manipulate the comms unit,
Kaiser 6 月 15 日 下午 2:17 
Apologies, don't mean to sound hostile
Kaiser 6 月 15 日 下午 2:17 
I only removed this mod, and it fixed the problem. This mod also updated just before I started that play session. Could be a compatability error. I am not running the dev version of HAR as I want to keep using the rest of my modlist.
jastrongames 6 月 15 日 上午 3:46 
so... how do i get a pawn to form a connection to the comms unit required to get the Mal0 pawn?
razar1  [作者] 6 月 14 日 下午 12:16 
Strange. I don't see that issue at all. Just tried spawning a bunch of raids and none of the pawns were invisible.
Kaiser 6 月 14 日 上午 11:10 
This mod has been causing all newly spawned pawns (Raiders and colonists gained through quests/events) to be invisible unless undressed.
razar1  [作者] 6 月 13 日 下午 2:37 
Updated to 1.6 unstable.

For now you need to use the Dev version of HAR on the workshop.

I only did some cursory testing so if you find something broken please let me know.
razar1  [作者] 6 月 12 日 下午 2:23 
Should be. I should be blocking genes that interfere with visuals.
CursedBun 6 月 12 日 上午 1:26 
Is it safe to inject genes into mal0's?
The_Black_Toaster 6 月 11 日 下午 10:51 
really hoping this mod gets updated to 1.6
pipboy834 6 月 9 日 上午 4:49 
malo just stands there when i spawn her using the naked brutality mod
CursedBun 4 月 15 日 下午 7:49 
@icytux Just use science
icytux 4 月 15 日 下午 7:27 
im gonna do it, since the malo can't sleep, it can't get lovin, how fix lmao
Alexxxxard(rus) 3 月 7 日 上午 10:11 
Unironically would
razar1  [作者] 2 月 16 日 下午 3:25 
@The Lord Pootis If you have a performance mod that cleans up world pawns then the Mal0 pawn will routinely get deleted. I put in some logic to make a new Mal0 pawn during the ritual or when using the radio if this occurs and very specifically generate a Mal0 Pawnkind with a baseliner xenotype. However, if you have some other mod that interferes with Pawn Generation (maybe faction blender) then that could be causing problems.

@Snakehead41 Mal0 should spawn as baseliner. They don't have a special xenotype at the moment.
Snakehead41 2 月 16 日 下午 12:59 
Are they ment to have their own Xeno type as i cant even access it
The Lord Pootis 2 月 16 日 下午 12:30 
after a quick test in dev mode and trying to spawn mal0 manually via the spawn pawn command it seems to spawn random pawns with occasionally a correct mal0 pawn, some mal0's were even random xenotypes too which i doubt is meant to happen and some were just the wrong race entirely. My guess it that a mod is probably messing with this and my main guess on the culprit may either be faction blender or maybe the xenotype spawn control mod that i also have.
The Lord Pootis 2 月 16 日 下午 12:15 
I did notice in the social tab when my affected pawn used the radio that the name of the pawn associated with the social interaction kept changing, was never the same name twice, idk if it's mean't to happen or not.