Madness1 Posted April 16, 2020 Posted April 16, 2020 ok thanks hive, but i just cheked aggain on the page and the non royalty version is flaged as unabaliable, even clicking procs a we couldn't find this message from LL Â
HiveBro Posted April 17, 2020 Author Posted April 17, 2020 Madness: Were you able to get the linked dropbox version working? Ownyx: The disease behaves like mechanites, growing in severity and going away at a fairly set time. It only transforms if it reaches a significant level of infection, so proper treatment can save a pawn from being transformed. To ensure transformation, turning off treatment should be sufficient. Billy-Rex: The most recent version of RJW race compatibility is post-royalty and should be fully compatible with the most recent version of the game. 3
Madness1 Posted April 17, 2020 Posted April 17, 2020 yes, the version you passed me wworks and now i have a nephilia andi'm already hating how slow she movesXD
HiveBro Posted April 17, 2020 Author Posted April 17, 2020 lol Edit: If you'd like to alter the movement debuff for Nephila, you can go into the files for RJWRaceSupport -> Hediffs_PrivateParts -> Open "Hediffs_PrivateParts_Custom" with notepad++ or similar -> search for "stupidly enormous slime breasts" If there are "<statOffsets>" for movement listed, try toning them down to -.05 or -.1. Feel free to continue tweaking as necessary until you get to the point you wish. Negative numbers decrease movement and positive numbers increase movement.Â
sirfurnace Posted April 18, 2020 Posted April 18, 2020 Hey! Awesome mod, the nephilia are really cute. I had a minor issue, when nephila visitors or travelers come to my base they always end up starving or fainting. Definitely not gamebreaking but it's kind of annoying to have 10 or so goo-girl corpses rotting outside. 1
Stehpoom Posted April 25, 2020 Posted April 25, 2020 Hey, is there any way to make the Nephilian maidens (or really any of their pawns) have fertility? Or at least something above 0?
HiveBro Posted April 26, 2020 Author Posted April 26, 2020 The starving/fainting issue is related to their speed. I'm looking into tweaking it so only faster Nephila will come to visit, but until I've updated you can always use the speed increasing solution I shared earlier in this thread as a stop-gap. To make Nephilim fertile, you can tweak their racesupport files in the RJW race support mod. Go to: RJWRaceSupport -> 1.1 -> Defs -> RaceSupport -> Nephila. Search for "hasFertility" and change all instances from false to true.
Bashis Posted April 26, 2020 Posted April 26, 2020 Quick question, which version of the mod are we supposed to be using to play the game with? You've got the one on the normal mod download page, the 1.1.1 at the bottom of the description page, and the master one on the gitlab page. All 3 are vastly different in file size so none of them seem to be the same. Which one is the most recent/up to date?
HiveBro Posted April 26, 2020 Author Posted April 26, 2020 Version 1.1.1 should be up to date outside minor testing tweaks here and there. The dropbox version is always the oldest/most stable and the git version is always the newest/most experimental.
Omegaman Posted April 28, 2020 Posted April 28, 2020 'Hatched' a Cocooned One and its male with all the female parts its supposed to have. That meant to happen? Used the scenario starting with one colonist and 4 cocoons.
HiveBro Posted April 30, 2020 Author Posted April 30, 2020 That can happen sometimes, unfortunately. Even at 100% female settings, Rimworld sometimes seems to generate male pawns. Shouldn't cause trouble, though you might see some odd head proportions the next time the pawn transforms (let me know if that happens).Â
drakmage101_ Posted May 3, 2020 Posted May 3, 2020 sorry to bring up a similar problem to ones before me but i also cant access the  non royal version of this mod
HiveBro Posted May 3, 2020 Author Posted May 3, 2020 Hmm. Try this google drive version:Â https://drive.google.com/file/d/1DAKGTpS_PkpMFGX-QAQSpumAObfxF7XK/view?usp=sharing
LonleyFish Posted May 8, 2020 Posted May 8, 2020 I wish the Neph had a higher base speed comparable to normal human pawns for their first few stages. During those first stages, they don't output anything powerful or useful anyways, so they're currently completely useless early on (Outside of researching/crafting). I mean, based on the Neph royalty text, the smaller Neph are supposed to use their mobility to take care of tasks to support the more developed ones, but they'd be far too slow to do that effectively currently. Â It'd also be cool if there was some way to increase their appetite to speed up the transformation process. More player agency in their development and all. If you wanted to make this difficult, some special potentially rare food item that takes time off their level up counter if they eat it would work. Or a player controlled "Growth speed" setting for each neph that alters their nutrition amount needed, & also speeds up growth accordingly. Player agency is fun. 1
HiveBro Posted May 10, 2020 Author Posted May 10, 2020 Neph will be remaining lower speed than humans (though I do try tweaking how much slower for each stage). I'll think about how I can improve the utility of those early stages, though, to address their being pretty garbage tier until you get Grand Matrons. I've been thinking about making a second drug for Nephila that would let earlier stages evolve faster. Something along the lines of changing Queen's Guard milk to be unique so that it can make a better form of Angel's Nectar. This nectar can be used to evolve lower level Nephila quickly. You'd still have to wait until you got your first Queen's Guard, but it would give you control over transformations once you reached that stage of a Nephila colony's development. Â
ChuckyNorris Posted May 11, 2020 Posted May 11, 2020 Perhaps you could increase the max food for the later stages of Nephila? A bit annoying to see them wake up starving every morning, and it would seem fitting that a grand matron needs several meals to sate herself but has enough capacity for all the food
HiveBro Posted May 14, 2020 Author Posted May 14, 2020 Hmm. If I recall correctly, I tried implementing something like that. It ended up being something that you could only really tweak by changing the size of a pawn. Grand Matrons actually should already have increased capacity compared to other pawns, though I suppose I could tweak their size a bit higher to increase the effect. For maidens--matrons I would have to look into other methods of increasing their capacity.Â
drakmage101_ Posted May 16, 2020 Posted May 16, 2020 alright i have the mod working to the best of my knowledge and have played it for around 3-4 hours on two different (one for each start) and i'm still trying to figure out how long this takes? I also noticed that my pawns aren't spawning with goo bellies?
HiveBro Posted May 16, 2020 Author Posted May 16, 2020 If your nephila pawns aren't transforming, ensure they don't have "nephila inhibitor" bionics (and remove the bionics if they have them). If your humanoid pawns aren't transforming, ensure you are not treating the Nephila Sickness they are coming down with/significantly improving their blood filtration level (doing either will let them recover before the disease gets to the transformation stage). If neither of those is your problem, please supply a hugslog and I'll see if I can identify what your issue might be.
drakmage101_ Posted May 18, 2020 Posted May 18, 2020 this is what I have i have a more detailed shot of the list also
HiveBro Posted May 20, 2020 Author Posted May 20, 2020 Ah, that issue. Not game breaking (though annoying, I admit). Basically, the transformation code is set to look for certain things that other mods include to preclude, say, robots or zombies from transforming into Nephila. If there are no mods that make references to those things, the code throws a redline error but will still work. You can safely ignore it. If you'd like to make the redlines go away, you can always download Rimworld of Magic or the Androids mod (feel free to disable as much stuff as you want). As long as one of the mods is in your load order, the transformation code won't throw the error. Edit: That said, lack of gooey bellies is weird. Not sure what's causing that. Are there any other errors thrown besides the hediff reference ones? An easy way to fix the issue on a per-pawn basis is to manually add the hediffs using console commands. The Nephila will grow and evolve normally after you have done so.
drakmage101_ Posted May 20, 2020 Posted May 20, 2020 11 hours ago, HiveBro said: Ah, that issue. Not game breaking (though annoying, I admit). Basically, the transformation code is set to look for certain things that other mods include to preclude, say, robots or zombies from transforming into Nephila. If there are no mods that make references to those things, the code throws a redline error but will still work. You can safely ignore it. If you'd like to make the redlines go away, you can always download Rimworld of Magic or the Androids mod (feel free to disable as much stuff as you want). As long as one of the mods is in your load order, the transformation code won't throw the error. Edit: That said, lack of gooey bellies is weird. Not sure what's causing that. Are there any other errors thrown besides the hediff reference ones? An easy way to fix the issue on a per-pawn basis is to manually add the hediffs using console commands. The Nephila will grow and evolve normally after you have done so. i Have this one?
HiveBro Posted May 21, 2020 Author Posted May 21, 2020 Huh, it looks like the game is insisting that only pawns that are capable of violence can be generated in your game for some reason. Are you using a custom scenario? For now, here's a quick and dirty way to tweak things to resolve this issue: * Go to Mods > Nephila > 1.1 > Defs > TraitDefs > Traits_Singular * Search for "ActualViolenceInhibition" in the "Traits_Singular" file. * Change the part that says "<disabledWorkTags>Violent</disabledWorkTags>" to "<!--<disabledWorkTags>Violent</disabledWorkTags>-->"  This will make it so that the trait that makes Nephila maidens incapable of violence no longer makes them incapable of violence. This changes the way the faction plays a bit, but it should at least fix the issue you're having with pawn generation. If in future versions of the mod you run into this issue again, you'll have to manually make the change on updating. Also: I worked together with Indolent Cat to get Nephila working with their facial animation patch (relevant picture attached). Anyone interested in this patch can find it here: https://gitgud.io/geoper/faharp Edit: The facial patch doesn't add animations to Grand Matrons and Queen's Guard, for now, since they don't technically have head/face sprites to work with. Currently thinking through how I might get them working, but it's just maidens/handmaidens/matrons with animations for now.
HiveBro Posted May 22, 2020 Author Posted May 22, 2020 Huh. That is weird. I've never seen that one before. Could you send me a copy of your load order? My first rough guess is it's some sort of mod incompatibility causing the titles to register twice.
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