Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Diana Winters on July 28, 2016, 11:05:12 AM

Poll
Question: I plan on changing the look of the Orassans to more match the added storyteller. Do you want this?
Option 1: Yes; I want a more cat-like look
Option 2: No; keep the neko look
Option 3: I don't care
Title: [1.0] Orassans 🐱
Post by: Diana Winters on July 28, 2016, 11:05:12 AM
(https://i.imgur.com/C7jeP78.png)

Pronounced (O-ras-san) or (O-ras-sins)
Spelt: Orassan
Plural: Orassans
Adjective: Orassan
Example of Orassan Anatomy (https://twokinds.deviantart.com/art/Tkturials-Digitigrade-Legs-Guide-439423997)

Adds a space cat faction. They like the cold. They hail from a planet that could be described as an arctic nightmare to humans, but it is nice and cozy to the cold-loving cat people. After developing artificial wormhole generation, they have decided to unite their home planet and expand their empire at an unprecedented speed. While generally friendly, they will not tolerate kidnapping their people and they may be upset due to you encroaching on their territory.

Adds:
-Cat people
-About a dozen new weapons
-3 new suits of armor
-Plants that can be grown in cold temperatures
-An adorable little animal reminiscent of ori from ori and the blind forest

You can start as an Orassan Enclave by setting the colony type in the scenario editor.

Requires Alien Framework (http://steamcommunity.com/workshop/filedetails/?id=839005762)

Requires new game for the faction to spawn unless you have Faction Discovery by Orion.

Coding thanks to 1000101, Mrofa, and ChJees
XML advice from Shinzy

This can be included in modpacks. (So long as I am credited... in rainbow letters)
Derivatives are not allowed without explicit permission.

Note: The vanilla Power Armor has the "Spacer" tag removed from it so that Orassans do not spawn with it. This will not affect much.

Potential Incompatibilities related to this mod specifically:
Any mod that modifies the JobOnCell in the WorkGiver_GrowerSow class have a high chance to be incompatible.

Download on Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1541519487)

Patches can now be loaded as mods now; make sure that they load under Orassans and the mods you're patching. They are not standalones and require Orassans and either EPOE and/or CR to function.

Humanoid Alien Framework can be found  Here (https://github.com/erdelf/AlienRaces)
Title: Re: [A14] Orassans
Post by: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
Title: Re: [A14] Orassans
Post by: BlackSmokeDMax on July 28, 2016, 11:47:54 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

Well, that escalated quickly.
Title: Re: [A14] Orassans
Post by: kaptain_kavern on July 28, 2016, 12:15:08 PM
Yay it's released already ?

Congratz
Title: Re: [A14] Orassans
Post by: ithikari on July 28, 2016, 12:43:25 PM
Quote from: BlackSmokeDMax on July 28, 2016, 11:47:54 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

Well, that escalated quickly.

Gotta ask the important questions.
Title: Re: [A14] Orassans
Post by: Wivex on July 28, 2016, 12:47:40 PM
Looks pretty good.

+10 modding EXP
Title: Re: [A14] Orassans
Post by: BlackSmokeDMax on July 28, 2016, 12:52:12 PM
Quote from: ithikari on July 28, 2016, 12:43:25 PM
Quote from: BlackSmokeDMax on July 28, 2016, 11:47:54 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

Well, that escalated quickly.

Gotta ask the important questions.

LOL, no doubt.

Quote from: Diana Winters on July 28, 2016, 11:05:12 AM
(http://i.imgur.com/qwt65LQ.jpg)
Adds a space neko faction. They like the cold.


Very cool looking mod, probably put it in my next game, thanks!
Title: Re: [A14] Orassans
Post by: Dryerlint on July 28, 2016, 04:13:18 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

I like how quickly this thread escalated to one of its several logical conclusion. But only one. I'll take the second; any plans to do something like this OP?

http://imgur.com/gallery/0hSmR
Title: Re: [A14] Orassans
Post by: ChaoticTabris on July 28, 2016, 04:40:44 PM
I do think having new alien races is incredibly cool.
Title: Re: [A14] Orassans
Post by: dismar on July 28, 2016, 06:45:02 PM
i feel so unloved Diana! :)
Title: Re: [A14] Orassans
Post by: joebob1337 on July 28, 2016, 08:30:03 PM
For some reason they dont have tails, help?
Title: Re: [A14] Orassans
Post by: StormySunrise on July 29, 2016, 10:44:37 AM
Im getting some errors with Prepare Carefully, I have the latest version of both mods and Prepare Carefully is erroring when I try to load a preset that I created for the Orassen Enclave Start. However I can edit the characters as I see fit.

The Orassen Enclave's tech level is also Spacer (the Player Faction) Im unsure if it is intended or not.
Title: Re: [A14] Orassans
Post by: Derpitus on July 29, 2016, 12:32:16 PM
This is incompatible with Facialstuff, when they're both enabled the lovable space nekos have invisible heads. The facial diversity and the ability to wear hats without hair disappearing from the other mod would be really great with this one.

I imagine working out a compatibility patch between them might be too much work, but any chance of it?
Title: Re: [A14] Orassans
Post by: Helixien on July 30, 2016, 07:38:51 AM
Will we get an EOPE Patch?
Title: Re: [A14] Orassans
Post by: Diana Winters on August 04, 2016, 01:38:33 AM
Quote from: iWilliBlecha on July 30, 2016, 07:38:51 AM
Will we get an EOPE Patch?

Yes
Title: Re: [A14] Orassans
Post by: Diana Winters on August 05, 2016, 12:18:01 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

Not quite yet; there doesn't seem to be a way to allow cross-species relations. Until it is possible, I'll have to assume Tynan is a Xenophobe ;p
Title: Re: [A14] Orassans
Post by: Diana Winters on August 10, 2016, 10:56:27 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?

Yes
Title: Re: [A14] Orassans
Post by: Sylph on August 14, 2016, 03:18:28 AM
Loving the mod so far. And thanks for the compatibility fixes for EPOE and CR, they're working great. Though as the enclaves always spawn friendly I'll never have a legitimate reason to capture one of them...
Title: Re: [A14] Orassans
Post by: Vulcandead789 on August 14, 2016, 05:35:04 AM
Hey guys...Is it just me or I can't find the enclave scenario ? Or is there no scenario for the enclave ? Sorry I'm still new to this mod...I'd appreciate if you guys would tell me where I can play as the Oraasan race...

P.S : Sorry for the bad english...I am still learning it :D
Title: Re: [A14] Orassans
Post by: Etherdreamer on August 14, 2016, 06:29:15 AM
Actually I am waiting Space pandas or playing with Necrons or Tyranids, but a cat is fine too.
Title: Re: [A14] Orassans
Post by: turbosr on August 18, 2016, 06:09:56 PM
The new update today to Orassans has generated several errors when loading Rimworld. I am attaching my output_log hoping it will help you track down the source of the error.

Being a cat lover, I love your mod a great deal, and cannot wait to see more of your work, Thank you!

[attachment deleted by admin - too old]
Title: Re: [A14] Orassans
Post by: Diana Winters on August 18, 2016, 06:13:45 PM
Quote from: turbosr on August 18, 2016, 06:09:56 PM
The new update today to Orassans has generated several errors when loading Rimworld. I am attaching my output_log hoping it will help you track down the source of the error.

Being a cat lover, I love your mod a great deal, and cannot wait to see more of your work, Thank you!

Don't worry; this error won't cause any problems. It's just for use with Mrofa's clutterhands ^^;
It shouldn't affect gameplay in any way unless you have Mrofa's clutterhands loaded before this mod. If you do, the Orassans will have hands!
Title: Re: [A14] Orassans
Post by: Diana Winters on August 18, 2016, 06:16:09 PM
Quote from: Vulcandead789 on August 14, 2016, 05:35:04 AM
Hey guys...Is it just me or I can't find the enclave scenario ? Or is there no scenario for the enclave ? Sorry I'm still new to this mod...I'd appreciate if you guys would tell me where I can play as the Oraasan race...

P.S : Sorry for the bad english...I am still learning it :D

No scenario; you'll have to edit a current one
Title: Re: [A14] Orassans
Post by: Sylph on August 19, 2016, 04:43:17 AM
Do the Orassans follow the "everyone fights" mentality from the Starship Troopers novel? A group of them laid siege to my colony and amongst them was an eight-two year old local government official. I only noticed because when a mortar shell went off in the middle of them, he was the only one to be downed... to a heart attack. (I managed to fight off the siege in time to save him!)
Title: Re: [A14] Orassans
Post by: Diana Winters on August 19, 2016, 03:34:39 PM
Quote from: Sylph on August 19, 2016, 04:43:17 AM
Do the Orassans follow the "everyone fights" mentality from the Starship Troopers novel? A group of them laid siege to my colony and amongst them was an eight-two year old local government official. I only noticed because when a mortar shell went off in the middle of them, he was the only one to be downed... to a heart attack. (I managed to fight off the siege in time to save him!)

There's not much I can do about it unless I make new pawngroup makers (there seems to be only "Normal" and "Trader")
So unless I made it so they couldn't spawn in general, I'd need to make new classes (Which requires more C#)

For now, I'll say that the Orassan Empire lets civilians (after signing a waver) "participate" in raids on primitives hostile colonies. Maybe the old cat didn't want to die on a hospital bed :p
Title: Re: [A14] Orassans
Post by: Diana Winters on August 24, 2016, 01:52:30 AM
Update 11: New Storyteller (Note: To streamline updating you must now download patches instead of standalone versions for other mods.)
Title: Re: [A14] Orassans
Post by: Jdalt40 on August 24, 2016, 02:04:37 AM
But, isn't there already a new storyteller? What is different with this one? Amazing mod to play with I must say
Title: Re: [A14] Orassans
Post by: Diana Winters on August 24, 2016, 04:45:10 PM
Quote from: Jdalt40 on August 24, 2016, 02:04:37 AM
But, isn't there already a new storyteller? What is different with this one? Amazing mod to play with I must say

I just forgot to mention it in previous updates
Title: Re: [A14] Orassans
Post by: Jdalt40 on August 24, 2016, 06:54:28 PM
Ah :D
Title: Re: [A14] Orassans
Post by: wingerthedragon3 on August 24, 2016, 10:13:02 PM
i seem to be haveing problems after getting the up to date  community core and haveing it and this mod the only things running the game resets and just sets of all the mods i like this mod back when the patchs were there own thing and it did not ruing most of my colonies also why cant i talk in the steam part 
Title: Re: [A14] Orassans
Post by: Diana Winters on August 24, 2016, 10:58:51 PM
Quote from: wingerthedragon3 on August 24, 2016, 10:13:02 PM
i seem to be haveing problems after getting the up to date  community core and haveing it and this mod the only things running the game resets and just sets of all the mods i like this mod back when the patchs were there own thing and it did not ruing most of my colonies also why cant i talk in the steam part

I'm having trouble deciphering your sentences. Please use proper punctuation and grammar when requesting help.
Title: Re: [A14] Orassans
Post by: FridayBiology on August 25, 2016, 12:25:17 AM
doing a letsplay attempt with your mod, hope you don't mind if i leave a link here later on :"3
Title: Re: [A14] Orassans
Post by: Diana Winters on August 25, 2016, 01:51:44 AM
Quote from: FridayBiology on August 25, 2016, 12:25:17 AM
doing a letsplay attempt with your mod, hope you don't mind if i leave a link here later on :"3

Go ahead; just make sure it's flattering as possible ;)
Title: Re: [A14] Orassans
Post by: Diana Winters on August 26, 2016, 01:05:07 AM
I added a poll; please cast your vote!
Title: Re: [A14] Orassans
Post by: TheFlameTouched on August 26, 2016, 01:33:44 AM
Can you keep them neko like, and then make their armour look like they are more catlike when equipped?
Title: Re: [A14] Orassans
Post by: sharpshot4321 on August 26, 2016, 02:58:43 PM
Might be more work then it is worth, but you could have orassans go full cat, and have half-orassans/half-humans carry the current neko look.
Title: Re: [A14] Orassans
Post by: Diana Winters on August 26, 2016, 04:03:31 PM
Quote from: sharpshot4321 on August 26, 2016, 02:58:43 PM
Might be more work then it is worth, but you could have orassans go full cat, and have half-orassans/half-humans carry the current neko look.

That's not how genetics work ;)
Title: Re: [A14] Orassans
Post by: StyleDragonLP on August 26, 2016, 04:57:19 PM
Please Help everytime i try to create a world with this mod loaded it pushes me back into the Main menu. Does Anyone knows why?
Title: Re: [A14] Orassans
Post by: Diana Winters on August 26, 2016, 05:06:16 PM
Quote from: StyleDragonLP on August 26, 2016, 04:57:19 PM
Please Help everytime i try to create a world with this mod loaded it pushes me back into the Main menu. Does Anyone knows why?

Please show us your error log and mod order
Title: Re: [A14] Orassans
Post by: Diana Winters on August 26, 2016, 10:46:16 PM
Update 12: New Backstory. Fixes.

Patches can now be loaded as mods now; make sure that they load under Orassans and the mods you're patching. They are not standalones and require Orassans and either EPOE and/or CR to function.
Title: Re: [A14] Orassans
Post by: FridayBiology on August 27, 2016, 01:08:18 AM
Quote from: Diana Winters on August 25, 2016, 01:51:44 AM
Quote from: FridayBiology on August 25, 2016, 12:25:17 AM
doing a letsplay attempt with your mod, hope you don't mind if i leave a link here later on :"3

Go ahead; just make sure it's flattering as possible ;)

and its dead, steam workshop bugged out, so going to redo before the end of next week.
Title: Re: [A14] Orassans
Post by: kaptain_kavern on August 27, 2016, 01:10:10 AM
Auto update?
Title: Re: [A14] Orassans
Post by: StyleDragonLP on August 27, 2016, 04:55:43 AM
Core and orassans core is above orassans and where is the error log?
Title: Re: [A14] Orassans
Post by: Diana Winters on August 27, 2016, 02:48:45 PM
Quote from: StyleDragonLP on August 27, 2016, 04:55:43 AM
Core and orassans core is above orassans and where is the error log?

Steam\SteamApps\common\RimWorld\RimWorldWin_Data

the file is called output_log.txt
Title: Re: [A14] Orassans
Post by: StyleDragonLP on August 27, 2016, 03:44:35 PM
This is my error log BTW i have the non steam version

[attachment deleted by admin - too old]
Title: Re: [A14] Orassans
Post by: Diana Winters on August 27, 2016, 04:25:08 PM
Quote from: StyleDragonLP on August 27, 2016, 03:44:35 PM
This is my error log BTW i have the non steam version

Are you using it on its own? You need CCL, EPOE, Orassans, then the Patch in your mod order.
Title: Re: [A14] Orassans
Post by: StyleDragonLP on August 28, 2016, 05:55:08 AM
Thanks Its working now
Title: Re: [A14] Orassans
Post by: averagedog on August 30, 2016, 11:06:37 AM
I voted to go more catlike features to look like the storyteller and here is why.

As a "connoisseur" of the Internet, it's memes, and its overall social hierarchy, it is natural to come across people that hates anything anthropomorphic on principle. When I first came across the mod, I took the term "space neko" to heart and just imagined humans with cat ears and a tail. Which is well represented by the current art assets. But when the storyteller was added, I was simply confused. The storyteller isn't a neko. The storyteller is a full on anthropomorphic cat. My first thought was, where was this art taken from and did the creator of the mod get permission to use it? My second was, would I tap those sweet ass plentiful colonist events and increased raids? Yes, Yes I would. But that doesn't matter. What does matter is that I realized the author for this mod has been pushing towards this art asset upgrade for a while.

over time, the description for this mod has changed. Neko is now only mentioned once in the description. More features have been added such as race specific weaponry, armor, and now the obviously anthropomorphic storyteller. It should be obvious to everyone at this point that the author of this mod wants to make it high quality and more unique and clearly has the drive and passion needed to modify the game's base models to make the new art assets work.

But averagedog, why make them effective space furries? Why not keep them human like? I am glad you asked Billy! It is because, adding other non human races is something that isn't even on Tynan's radar and is actually against his personal artistic vision for his game. Tynan's may add other human factions or human like factions to try out. But never something that looks as non human as the Orassan storyteller. So with this said, the creator of this mod will be offering something to players that will never be added to the game, and I believe that is enough of a reason to warrant modding it into the game.

I have no idea what the author has in mind in terms of art assets, but the easiest things to do is probably to vary the skin tone colors or to make them match with the hair in terms of color scheme. But once you guys into eye colors, or adding claws, whiskers, or even a nose things can get much harder more quickly. And by Harder, I mean time consuming. I am not very sure on how exactly the character model generator works, but it is my assumption that it is essentially broken into few distinct areas such as body type,head type, hair style, hair color, skin color, and starting clothing. This would mean the author will have to make many many new head types to correspond with whiskers and varying eye colors and body types to add claws. Art asset wise, this sounds like a hilariously large amount of work to do alone. So yea.... Those were my thoughts. I hope the feedback was in some way helpful.

So averagedog... Why did you spend nearly half an hour making this post when you could have been tending to your current Orassan colony that is literally surrounded by infestation? Another astounding questions Billy! Steam auto updated my game Q.Q When I reverted it back to A14 it broke all my mods and my base game. By the time I got it working again, the save file wouldn't load. So I decided to cut my losses and play on A15 for now on. In other words, I am waiting for CCL to update so Orassans can update, so I can give them smokeless and watch my Orassan colony get high. Also, please add catnip as a drug for A15 :P
Title: Re: [A14] Orassans
Post by: Diana Winters on August 30, 2016, 02:58:59 PM
Quote from: averagedog on August 30, 2016, 11:06:37 AM
<snip>

The term space neko was a placeholder. The Orassans were originally intended to look more like the storyteller, but that proved more difficult than first thought. At the moment I'm trying to get/make a proper head texture, but the graphical style of Rimworld doesn't go well with what I had in mind, so making the new heads is proving to be rather difficult.
Title: Re: [A14] Orassans
Post by: StyleDragonLP on August 30, 2016, 05:26:08 PM
Much luck with the textures i hope you get it done without problems and i hope you never lose you motivation for this mod keep it up and THANKS for this Awesome mod
Title: Re: [A14] Orassans
Post by: Shinkai on August 30, 2016, 08:05:22 PM
Disclosure: I voted not to change the look buuuuuuut...

Ultimately I would still sub/download this mod even if it is changes more towards the "furry" look.

The current look is more my preference which is why I voted the way I did.
Title: Re: [A14] Orassans
Post by: Diana Winters on August 30, 2016, 11:22:01 PM
Quote from: Shinkai on August 30, 2016, 08:05:22 PM
<snip>

Why do you prefer the neko look?
Title: Re: [A14] Orassans
Post by: Maviaux on August 31, 2016, 12:46:24 AM
Personally, I voted for the more catlike appearance simply because it would be something different.

Don't get me wrong, as they are currently they offer a lot in terms of difference from the base humans in Rimworld, but in the end they're still humans with adorable little ears and a tail. I've been an advent believer that Rimworld has needed more alien species to represent some intergalactic diversity and another tactical level of choices to make when recruiting people. The current Orassans provide that as is and I just think further differentiating them from humans is a step in the right direction.

Also, fantastic mod, thank you so much for your work on it.
Title: Re: [A14] Orassans
Post by: Elodie on August 31, 2016, 01:53:41 AM
Out of curiosity, would it be difficult to make a kemonomimi version of the mod and a full anthropomorphic version of the mod for users to choose from? On one hand, I voted for keeping the more human look as that appeals to me more in the "Just barely not-human" kind of way. On the other hand, the last thing I would like is to impede on your artistic vision for your own mod.

So I thought, why not give people the choice? However, I also don't know much about modding this game, so I don't know how hard it would be to keep both aesthetics.
Title: Re: [A14] Orassans
Post by: Piggeh on August 31, 2016, 11:52:09 AM
Personally, I voted 'No' due to the possibility of there being bestiality amongst my colonists. However, after looking through the thread I found that many people voted 'Yes' simply for the lore. I figured why not make some lore to go with that?

RimWorld takes place many millenniums later, at the point where humans have basically explored every planet possible. They have likely even tried to procreate with live mechanoids already, so why not have the intended aesthetics be for the actual Orassans, and the current design for a hybrid faction? The hybrid Orassans could be always friendly with the player due to sharing the same cultural heritage, and would be more than willing to trade Orassan technology for rare human goods.

Of course, this is merely just my opinion, but it would mean that both parties are pleased with the outcome. Might be a bit tricky to continue with this style if children get added, though.
Title: Re: [A14] Orassans
Post by: Diana Winters on August 31, 2016, 02:56:39 PM
Quote from: Piggeh on August 31, 2016, 11:52:09 AM
Personally, I voted 'No' due to the possibility of there being bestiality amongst my colonists. However, after looking through the thread I found that many people voted 'Yes' simply for the lore. I figured why not make some lore to go with that?

RimWorld takes place many millenniums later, at the point where humans have basically explored every planet possible. They have likely even tried to procreate with live mechanoids already, so why not have the intended aesthetics be for the actual Orassans, and the current design for a hybrid faction? The hybrid Orassans could be always friendly with the player due to sharing the same cultural heritage, and would be more than willing to trade Orassan technology for rare human goods.

Of course, this is merely just my opinion, but it would mean that both parties are pleased with the outcome. Might be a bit tricky to continue with this style if children get added, though.

As I said before; No hybrids. That's not how genetics work. Not to mention I'd need to make another race, faction, and more assets. If I keep the neko look, they will still look like the storyteller (lore wise) and those who wish for the change will have to use their imaginations.

As for any progress being made; I need the heads. The method I'm using would only allow for one type of head, but it will have to do until something else is thought of.
Title: Re: [A14] Orassans
Post by: Shinkai on August 31, 2016, 11:15:29 PM
Quote from: Diana Winters on August 30, 2016, 11:22:01 PM
Quote from: Shinkai on August 30, 2016, 08:05:22 PM
<snip>

Why do you prefer the neko look?

*cough*

Catgirls.

*cough*

Title: Re: [A14] Orassans
Post by: Diana Winters on September 01, 2016, 12:53:14 AM
Quote from: Shinkai on August 31, 2016, 11:15:29 PM
<snip>

Hey, they'd just be a different kind of catgirl ;)
Title: Re: [A14] Orassans
Post by: averagedog on September 01, 2016, 12:13:27 PM
It is my belief that any western internet user that likes cat girls but is not into the whole Japanese culture aspect of it are actually closet furries. Which is nothing to be ashamed of. Furries have technically existed for thousands of years. Just look at Egyptian History. It starts with an appreciation for anthropomorphic art of your favorite animal. Or perhaps it starts with Disney (Seriously Disney? Seriously?) But then... THEY GET YA and soon you will find yourself browsing art sharing websites like Tumblr, DeviantArt, InkBunny, Furaffinity...

But I kid.

I'm sure some people voted yes for the immersion/lore and the addition to game mechanics. Such as claws. Seriously. In one of my A14 games My brawler Orassan (with a bad back. is it just me or do Orassans have a penchant for having bad backs and spines?) when berserk and killed 3 of my human colonists and the entire husky family before he calmed down. He effectively ethnically cleansed the entire colony. I wish I still had the screenshots :(
Title: Re: [A14] Orassans
Post by: StyleDragonLP on September 01, 2016, 12:23:24 PM
I think you should restart the vote and put a note there that everyone should First THINK about Their choice (just like the britians and americaner with their Brexit and Trump)
Title: Re: [A14] Orassans
Post by: noidea on September 01, 2016, 01:28:25 PM
Quote from: StyleDragonLP on September 01, 2016, 12:23:24 PM
I think you should restart the vote and put a note there that everyone should First THINK about Their choice (just like the britians and americaner with their Brexit and Trump)
Yeah, we wouldn't want idiots voting for Remain or Crooked Hillary then complain about democracy not working for them.

I personally prefer my nekos more human-like than furry-like. I know it's legal in some countries..., but Khajiit are scum and cute is justice.
Title: Re: [A14] Orassans
Post by: averagedog on September 01, 2016, 02:34:29 PM
Khajiit has Wares if You have Coins :3

(http://i.imgur.com/4MDUmlx.png)

As for the short Breakfast and Drumpf debate we have going. Lets nip it in the bud and just say people in general, no matter what you believe or whom you support, need to stop believing everything they see on your typical major news corporation and do your own research.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 01, 2016, 04:42:57 PM
Quote from: averagedog on September 01, 2016, 12:13:27 PM
It is my belief that any western internet user that likes cat girls but is not into the whole Japanese culture aspect of it are actually closet furries. Which is nothing to be ashamed of. Furries have technically existed for thousands of years. Just look at Egyptian History. It starts with an appreciation for anthropomorphic art of your favorite animal. Or perhaps it starts with Disney (Seriously Disney? Seriously?) But then... THEY GET YA and soon you will find yourself browsing art sharing websites like Tumblr, DeviantArt, InkBunny, Furaffinity...

But I kid.

I'm sure some people voted yes for the immersion/lore and the addition to game mechanics. Such as claws. Seriously. In one of my A14 games My brawler Orassan (with a bad back. is it just me or do Orassans have a penchant for having bad backs and spines?) when berserk and killed 3 of my human colonists and the entire husky family before he calmed down. He effectively ethnically cleansed the entire colony. I wish I still had the screenshots :(

Orassans have a shorter life expectancy than Humans (though I should change that, seeing as Orassans have advanced gene engineering technology and have since fixed that) so they tend to spawn with more age ailments. In future updates I may change the life expectancy to be the same as humans.

Edit: Fixed; I assume you were using the EPOE patch?
Title: Re: [A14] Orassans
Post by: AtomicRavioli on September 01, 2016, 05:01:51 PM
Quote from: Diana Winters on September 01, 2016, 04:42:57 PM
Quote from: averagedog on September 01, 2016, 12:13:27 PM
It is my belief that any western internet user that likes cat girls but is not into the whole Japanese culture aspect of it are actually closet furries. Which is nothing to be ashamed of. Furries have technically existed for thousands of years. Just look at Egyptian History. It starts with an appreciation for anthropomorphic art of your favorite animal. Or perhaps it starts with Disney (Seriously Disney? Seriously?) But then... THEY GET YA and soon you will find yourself browsing art sharing websites like Tumblr, DeviantArt, InkBunny, Furaffinity...

But I kid.

I'm sure some people voted yes for the immersion/lore and the addition to game mechanics. Such as claws. Seriously. In one of my A14 games My brawler Orassan (with a bad back. is it just me or do Orassans have a penchant for having bad backs and spines?) when berserk and killed 3 of my human colonists and the entire husky family before he calmed down. He effectively ethnically cleansed the entire colony. I wish I still had the screenshots :(

Orassans have a shorter life expectancy than Humans (though I should change that, seeing as Orassans have advanced gene engineering technology and have since fixed that) so they tend to spawn with more age ailments. In future updates I may change the life expectancy to be the same as humans.

You can make new HediffGiversets with different age weighting to counteract that. I did so for my Crystalloid mod, because their lifespan is vastly longer than a Human's (which translates into them almost guaranteed at getting age related hediffs not far down the line).

for instance, Humanity's bad back chances:
      <li Class="HediffGiver_Birthday">
        <hediff>BadBack</hediff>
        <partsToAffect>
          <li>Torso</li>
        </partsToAffect>
        <ageFractionChanceCurve>
          <points>
            <li>(0.5, 0)</li>
            <li>(0.625, 0.0093)</li>
            <li>(0.75, 0.01395)</li>
            <li>(0.875, 0.01395)</li>
            <li>(1, 0.0186)</li>
          </points>
        </ageFractionChanceCurve>
      </li>




And the edits I made, which weight the chances of them getting it closer to the end of their lives (instead of half way through):
      <li Class="HediffGiver_Birthday">
        <hediff>BadBack</hediff>
        <partsToAffect>
          <li>CrystalHumanTorso</li>
        </partsToAffect>
        <ageFractionChanceCurve>
          <points>
            <li>(0.5, 0)</li>
            <li>(0.90, 0.0093)</li>
            <li>(0.95, 0.01395)</li>
            <li>(0.975, 0.01395)</li>
            <li>(1, 0.0186)</li>
          </points>
        </ageFractionChanceCurve>
      </li>


Title: Re: [A14] Orassans
Post by: Diana Winters on September 01, 2016, 05:04:50 PM
Quote from: AtomicRavioli on September 01, 2016, 05:01:51 PM
<snip>

Orassans are (lore wise) only have (had) a slightly shorter lifespan than humans; so it's much easier to just give them the same lifespan as humans.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 02, 2016, 09:15:29 PM
Wiki page made (incomplete)

http://rimworldwiki.com/wiki/Orassans
Title: Re: [A14] Orassans
Post by: Pink Omega on September 07, 2016, 01:04:19 PM
May I ask...When the mod will be updated to A15?
Title: Re: [A14] Orassans
Post by: Diana Winters on September 07, 2016, 02:52:25 PM
Quote from: Pink Omega on September 07, 2016, 01:04:19 PM
May I ask...When the mod will be updated to A15?

No, you may not ask. It should be self explanatory when you see that it requires CCL.
Title: Re: [A14] Orassans
Post by: Aatxe360 on September 07, 2016, 03:15:47 PM
Do you have plans to also put it on Steam Workshop when CCL and this are updated?
Title: Re: [A14] Orassans
Post by: dismar on September 07, 2016, 03:58:23 PM
Is this going to be done before a16? :)
Title: Re: [A14] Orassans
Post by: Diana Winters on September 08, 2016, 12:52:18 AM
Quote from: Aatxe360 on September 07, 2016, 03:15:47 PM
Do you have plans to also put it on Steam Workshop when CCL and this are updated?

It's already on the steam workshop

Quote from: dismar on September 07, 2016, 03:58:23 PM
Is this going to be done before a16? :)

You know that I can't update till CCL does. Please don't antagonize me.
Title: Re: [A14] Orassans
Post by: fluffyxai on September 09, 2016, 03:26:17 PM
It definitely sucks we can't enjoy this mod with A15 until the CCL team updates. I can totally imagine a lot of work must have to go into that though. sounds like they are working on it.

Cus CCL is what seems to be the most broken with A15, and again I can imagine why. I just hope it all gets fixed soon, cus this mod has quickly become one of my favourites :3
I'll just have to play on A14 for now I guess.

I just finished making some cat versions of some of my favourite hairstyles too XD I really want to try making a bunch of unique hairs too, I already made one. But I have a question, when you're making hairstyles, is there a particular set of rules you have to follow for where the heads work? is there a base to go off or anything?

Thanks for the hard work ans awesome mod!
Title: Re: [A14] Orassans
Post by: Pink Omega on September 09, 2016, 09:14:12 PM
Quote from: Diana Winters on September 07, 2016, 02:52:25 PM
Quote from: Pink Omega on September 07, 2016, 01:04:19 PM
May I ask...When the mod will be updated to A15?

No, you may not ask. It should be self explanatory when you see that it requires CCL.
Okay...Sorry for that question, I wasn't antagonizing you. I started playing Rimworld like two or three months ago, lmao. Didn't know about the CCL thing. I didn't even know about this mod at A14.

(((((sorry for my bad english)))))
Title: Re: [A14] Orassans
Post by: Diana Winters on September 09, 2016, 10:19:42 PM
Quote from: fluffyxai on September 09, 2016, 03:26:17 PM
It definitely sucks we can't enjoy this mod with A15 until the CCL team updates. I can totally imagine a lot of work must have to go into that though. sounds like they are working on it.

Cus CCL is what seems to be the most broken with A15, and again I can imagine why. I just hope it all gets fixed soon, cus this mod has quickly become one of my favourites :3
I'll just have to play on A14 for now I guess.

I just finished making some cat versions of some of my favourite hairstyles too XD I really want to try making a bunch of unique hairs too, I already made one. But I have a question, when you're making hairstyles, is there a particular set of rules you have to follow for where the heads work? is there a base to go off or anything?

Thanks for the hard work ans awesome mod!

I just modified the hairs from vanilla. Just tacked on cat ears. However, if I add cat heads, the way the ears are added may change. I plan on attaching them to the head and cutting holes in the hair for the ears to be seen through.
Title: Re: [A14] Orassans
Post by: Aatxe360 on September 15, 2016, 03:35:04 PM
Quote from: Diana Winters on September 08, 2016, 12:52:18 AM
Quote from: Aatxe360 on September 07, 2016, 03:15:47 PM
Do you have plans to also put it on Steam Workshop when CCL and this are updated?

It's already on the steam workshop

May you provide a link in your OP to the Steam Workshop page?
Title: Re: [A14] Orassans
Post by: Diana Winters on September 15, 2016, 11:29:48 PM
Quote from: Aatxe360 on September 15, 2016, 03:35:04 PM
<snip>

May you provide a link in your OP to the Steam Workshop page?

I'm gonna sound like a jerk; but can you just search for it? The workshop has a search function for a reason :/
If you're going to primarily use the workshop, why are you on the forms?
Title: Re: [A14] Orassans
Post by: Aatxe360 on September 16, 2016, 02:18:36 AM
Quote from: Diana Winters on September 15, 2016, 11:29:48 PM
Quote from: Aatxe360 on September 15, 2016, 03:35:04 PM
<snip>

May you provide a link in your OP to the Steam Workshop page?

I'm gonna sound like a jerk; but can you just search for it? The workshop has a search function for a reason :/
If you're going to primarily use the workshop, why are you on the forms?

I already found it, thanks. 

I only asked because you have the Steam page for the Rimsenal Hair Pack and not your own Steam link which is a weird inconsistency imho.

Is there something wrong if I only had the Steam version?  Are Steam players not allowed on these forums?
Title: Re: [A14] Orassans
Post by: Diana Winters on September 16, 2016, 07:44:43 PM
Quote from: Aatxe360 on September 16, 2016, 02:18:36 AM
Quote from: Diana Winters on September 15, 2016, 11:29:48 PM
Quote from: Aatxe360 on September 15, 2016, 03:35:04 PM
<snip>

Is there something wrong if I only had the Steam version?  Are Steam players not allowed on these forums?

If you only use the steam workshop, not the steam version of the whole game ;)

(If you only use the workshop, I don't know why you would be on the forums)
Title: Re: [A14] Orassans
Post by: Aatxe360 on September 16, 2016, 08:58:50 PM
You've confused me.

I started playing in A13.  Steam is easier to compile useful and current mods.  Forums are a better source of information for games than the Steam Workshop.  Why is this difficult to grasp?
Title: Re: [A14] Orassans
Post by: Thirite on September 16, 2016, 09:06:00 PM
Ah good, of all the missing features in the game I'm glad someone took the initiative to add furries.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 16, 2016, 10:13:25 PM
Quote from: Aatxe360 on September 16, 2016, 08:58:50 PM
You've confused me.

I started playing in A13.  Steam is easier to compile useful and current mods.  Forums are a better source of information for games than the Steam Workshop.  Why is this difficult to grasp?

1. The steam description is almost exactly the same as the one here
2. I don't expect steam users to come on here; nor do I expect forum users to ask for a steam link
Title: Re: [A14] Orassans
Post by: willpill35 on September 20, 2016, 04:06:51 AM
Love this mod hope ccl updates soon for you not having my Orassans in a15 really sucks.  I mean who does not want to watch a Orassan going threw withdrawls tear threw all the human colonists?! 

O one thing i think you should add is some way to get more Orassan colonists.  Just recruiting them with the hospitality mod takes a lot of time and well pissing them off is not a wise thing to do.  Maby if you can swap out the human escape pod vics with Orassans some times or make a less tech heavy pirate Orassan faction.  I just think it would be nice to not have as many of those pesky weak humans around.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 21, 2016, 07:40:24 PM
Quote from: willpill35 on September 20, 2016, 04:06:51 AM
Love this mod hope ccl updates soon for you not having my Orassans in a15 really sucks.  I mean who does not want to watch a Orassan going threw withdrawls tear threw all the human colonists?! 

O one thing i think you should add is some way to get more Orassan colonists.  Just recruiting them with the hospitality mod takes a lot of time and well pissing them off is not a wise thing to do.  Maby if you can swap out the human escape pod vics with Orassans some times or make a less tech heavy pirate Orassan faction.  I just think it would be nice to not have as many of those pesky weak humans around.

We'll see about that
Title: Re: [A14] Orassans
Post by: yttriumtyclief on September 24, 2016, 04:00:04 PM
Quote from: Diana Winters on September 16, 2016, 10:13:25 PM
2. I don't expect steam users to come on here; nor do I expect forum users to ask for a steam link
It can be very helpful to use both locations. For instance, I try not to install mods from the forums, because I prefer the auto-updating abilities that the Steam Workshop makes so easy. That doesn't mean I only get stuff from the Steam Workshop though. I eagerly prefer a forum-based community for both mod discovery and for communication. I assume the same is probably true for Aatxe.

There's no reason to be angry at them for asking politely, nor is there any reason to generalize them for what they asked for.

Plus, links to the Steam Workshop really help in validating a mod's identity - who knows if some random person on the internet uploaded it to the Workshop or if it was really the original creator, and therefor subscribing can or can't be trusted.
Title: Re: [A14] Orassans
Post by: Thirite on September 24, 2016, 04:30:35 PM
Steam Workshop reserves the right to take your mod and sell it, so do not be surprised many modders refuse to use such a service.
Title: Re: [A14] Orassans
Post by: yttriumtyclief on September 24, 2016, 05:24:17 PM
Quote from: Thirite on September 24, 2016, 04:30:35 PM
Steam Workshop reserves the right to take your mod and sell it, so do not be surprised many modders refuse to use such a service.

This has nothing to do with using or not using the service though - that can be debated separately. The issue here is under the assumption that you're already using the service.
Title: Re: [A14] Orassans
Post by: Thirite on September 24, 2016, 07:42:11 PM
Ah, I see what you're saying. Disregard then.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 24, 2016, 11:55:29 PM
Quote from: yttriumtyclief on September 24, 2016, 04:00:04 PM
Quote from: Diana Winters on September 16, 2016, 10:13:25 PM
2. I don't expect steam users to come on here; nor do I expect forum users to ask for a steam link
It can be very helpful to use both locations. For instance, I try not to install mods from the forums, because I prefer the auto-updating abilities that the Steam Workshop makes so easy. That doesn't mean I only get stuff from the Steam Workshop though. I eagerly prefer a forum-based community for both mod discovery and for communication. I assume the same is probably true for Aatxe.

There's no reason to be angry at them for asking politely, nor is there any reason to generalize them for what they asked for.

Plus, links to the Steam Workshop really help in validating a mod's identity - who knows if some random person on the internet uploaded it to the Workshop or if it was really the original creator, and therefor subscribing can or can't be trusted.

You incorrectly assume that I am angry. I am just pointing out that people who use the workshop don't usually use the forums. As for auto updating... that's why I try not to sue the workshop to download mods, as I don't need my game breaking every major update.
Title: Re: [A14] Orassans
Post by: Too-DAMN-Much on September 25, 2016, 11:00:06 PM
furry cat-people? i'm in :D
Title: Re: [A14] Orassans
Post by: FridayBiology on September 29, 2016, 10:53:29 AM
love and happiness, I managed to get Orassan mod working for a moment with Alpha 15b, and then another mod crashed everything :"(
Title: Re: [A14] Orassans
Post by: Diana Winters on September 29, 2016, 10:21:43 PM
Quote from: FridayBiology on September 29, 2016, 10:53:29 AM
love and happiness, I managed to get Orassan mod working for a moment with Alpha 15b, and then another mod crashed everything :"(

I could get an A15 version out, but it'd be missing backstories and could potentially have a lot of bugs.
Title: Re: [A14] Orassans
Post by: Keneron on October 07, 2016, 09:56:36 AM
looking forward to when this mod is updated. it's my favorite faction mod. :)
Title: Re: [A14] Orassans
Post by: FurryLovingGuy on October 08, 2016, 01:58:09 AM
I know what I voted for in the poll. lol
But on a serious note, extra species mods was something that i didn't expect to see so soon, and I think that this is an excellent submission in that category, good work!
Title: Re: [A15] Orassans
Post by: Diana Winters on October 08, 2016, 05:45:14 PM
Updated to A15! Thanks to Killface for de-ccling the mod!
Title: Re: [A15] Orassans
Post by: Diana Winters on October 09, 2016, 12:53:15 AM
Update:
Update 2: Bugfixes (thx zhentar). Balancing
Title: Re: [A15] Orassans
Post by: Keneron on October 09, 2016, 03:37:06 PM
Quick question, is the EPOE patch outdated or was it updated as well?

EDIT: Nvm, checked the date on nexus and it looks like it's updated. Thanks for the update Diana, and people who worked on De-CCLing it. :)
Title: Re: [A15] Orassans
Post by: Diana Winters on October 10, 2016, 09:00:24 AM
Yes, it's updated. Technically you can use EPOE without the patch, but the patch adds some additional prosthetics and changes how the basic ones are applied. (For future reference)

Note: It's also 100% XML, so if you really want to, you can modify it easily.

P.s. I'm sick today  :'(
Title: Re: [A15] Orassans
Post by: Diana Winters on October 11, 2016, 09:44:32 PM
Update!

Update 3: Added Catnip (You may need to make a new drug policy!)
Title: Re: [A15] Orassans
Post by: duduluu on October 12, 2016, 01:27:05 AM
What does Orassan mean?
Title: Re: [A15] Orassans
Post by: Diana Winters on October 12, 2016, 06:12:28 PM
Quote from: duduluu on October 12, 2016, 01:27:05 AM
What does Orassan mean?

It's the name of the cat people's empire. It means nothing special
Title: Re: [A15] Orassans
Post by: KTVSUN on October 12, 2016, 07:03:22 PM
Hello, this mod looks great! Thank you

However It doesnt play well with the medical complication pack https://ludeon.com/forums/index.php?topic=20708.0 (https://ludeon.com/forums/index.php?topic=20708.0)

I tried loading only the pack (epoe etc.)  then your mod then the epoe patch for your mod and it crashes.

Hope it helps.
Cheers,

K
Title: Re: [A15] Orassans
Post by: Diana Winters on October 12, 2016, 09:07:28 PM
Quote from: KTVSUN on October 12, 2016, 07:03:22 PM
Hello, this mod looks great! Thank you

However It doesnt play well with the medical complication pack https://ludeon.com/forums/index.php?topic=20708.0 (https://ludeon.com/forums/index.php?topic=20708.0)

I tried loading only the pack (epoe etc.)  then your mod then the epoe patch for your mod and it crashes.

Hope it helps.
Cheers,

K

Output log would be helpful, as would your load order. Though I am playing with my mod, EPOE, and DE Surgeries, so I'm not sure what the issue is
Title: Re: [A15] Orassans
Post by: KTVSUN on October 12, 2016, 10:01:18 PM
Sure, here you go:

https://dl.dropboxusercontent.com/u/10144/error%20orasan%201.jpg (https://dl.dropboxusercontent.com/u/10144/error%20orasan%201.jpg)

https://dl.dropboxusercontent.com/u/10144/error%20orasan%202.jpg (https://dl.dropboxusercontent.com/u/10144/error%20orasan%202.jpg)

It doesnt even accept the mod config, says there is icompatibity

I also tried not loading the patch for orasan and epoe and it loads fine but i have no idea how it will behave ig.

I also tried loading orasan first then the rest with the patch right after epoe and i get the same error.

I hope it helps i d love to play with your mod.

Thank you for your time, dedication and quick reply. =)

K

Title: Re: [A15] Orassans
Post by: Diana Winters on October 12, 2016, 11:03:41 PM
Quote from: KTVSUN on October 12, 2016, 10:01:18 PM
Sure, here you go:

https://dl.dropboxusercontent.com/u/10144/error%20orasan%201.jpg (https://dl.dropboxusercontent.com/u/10144/error%20orasan%201.jpg)

https://dl.dropboxusercontent.com/u/10144/error%20orasan%202.jpg (https://dl.dropboxusercontent.com/u/10144/error%20orasan%202.jpg)

It doesnt even accept the mod config, says there is icompatibity

I also tried not loading the patch for orasan and epoe and it loads fine but i have no idea how it will behave ig.

I also tried loading orasan first then the rest with the patch right after epoe and i get the same error.

I hope it helps i d love to play with your mod.

Thank you for your time, dedication and quick reply. =)

K

The reason why is because the medical compilation does things differently from EPOE. I suggest you don't use the EPOE patch as the compilation doesn't seem to have rib bodyparts or advanced components like EPOE does
Title: Re: [A15] Orassans
Post by: KTVSUN on October 13, 2016, 04:20:44 AM
Well i just started a new colony but on the next one i try ur mod without the patch and see how it goes.

Thank you again.

=)
K
Title: Re: [A15] Orassans
Post by: Diana Winters on October 13, 2016, 06:43:34 PM
Update 4: Added Cryogenic Launcher (thanks to Haplo) and an Orassan Grenadier pawn class.
Title: Re: [A15] Orassans
Post by: kimesikRUS on October 13, 2016, 11:41:50 PM
Nice, now I can exterminate some xenos neko-things in name of Khorn Armok God-Emperor humanity.  :)
Title: Re: [A15] Orassans
Post by: Diana Winters on October 14, 2016, 12:34:16 PM
Quote from: kimesikRUS on October 13, 2016, 11:41:50 PM
Nice, now I can exterminate some xenos neko-things in name of Khorn Armok God-Emperor humanity.  :)
That is the kind of talk that makes me buff the space cat more~
Title: Re: [A15] Orassans
Post by: Mr.Sockez on October 14, 2016, 02:21:55 PM
I seem to have a huge problem when using the custom storyteller. I NEVER get any new colonists, neither wanderers joining, nor any people chased by pirates. my Enclave started with 5 people and here i am 1.5 years into this colony and not a single person has joined. however raids seem to happen at least 3 times a day and i fear they will soon destroy my colony soon seeing as how my man-power (cat-power?) will soon be too low to take on the huge number of raiders that come for me and my sweet lewt   :'(
Title: Re: [A15] Orassans
Post by: Diana Winters on October 14, 2016, 02:29:57 PM
Quote from: Mr.Sockez on October 14, 2016, 02:21:55 PM
I seem to have a huge problem when using the custom storyteller. I NEVER get any new colonists, neither wanderers joining, nor any people chased by pirates. my Enclave started with 5 people and here i am 1.5 years into this colony and not a single person has joined. however raids seem to happen at least 3 times a day and i fear they will soon destroy my colony soon seeing as how my man-power (cat-power?) will soon be too low to take on the huge number of raiders that come for me and my sweet lewt   :'(

I'll try looking into it
Title: Re: [A15] Orassans
Post by: Diana Winters on October 14, 2016, 04:59:55 PM
Quote from: Mr.Sockez on October 14, 2016, 02:21:55 PM
<snip>

Should be fixed

Update 5: Adjusted Storyteller event rate
Title: Re: [A15] Orassans
Post by: ChromeMax on October 19, 2016, 10:32:42 AM
Can you actually make the nekos more catlike? I'd rather have a whole new different race rather than another humanoid with cat ears and a tail. Plwease?
Title: Re: [A15] Orassans
Post by: zmadz on October 19, 2016, 11:12:18 AM
hey i haven't tested this out but it's been bugging me would an orassan eating a human be considered cannibalism ? same as with other races, you should team up with that guy that made cat diversified to make cat empire xD
Title: Re: [A15] Orassans
Post by: Commander Blackwatch on October 20, 2016, 09:25:15 AM
Orassan Faction are Friendly sometimes almost to be aggresively to us and they're guns are powerful , good accuracy and also dont mess them they're armor are very tough they will receive very low damage if you use weak melee or guns  you will need a charge rifle or any assault rifle , laser weapon
and the storyteller are very interesting

Faction and Faction Weapons : 9.6/10
Storyteller : 9.4/10
Orassan is Helpful for the colony : Yes 10/10

Average : 9.8/10

P.S Keep a Great Work i will wait the next update for your mod  ;D
Title: Re: [A15] Orassans
Post by: BinarySoul on October 21, 2016, 08:08:00 AM
Orassan raids seem ridiculously unbalanced. On a tribal start, Cassandra Classic rough I've been raided countless times by Orassan's in power armour with energy weapons and shields.

Pila's don't beat charge rifles.
Title: Re: [A15] Orassans
Post by: Diana Winters on October 21, 2016, 11:40:20 PM
Quote from: BinarySoul on October 21, 2016, 08:08:00 AM
Orassan raids seem ridiculously unbalanced. On a tribal start, Cassandra Classic rough I've been raided countless times by Orassan's in power armour with energy weapons and shields.
Sorry, but what do you expect? Elite space army vs. tribals; who do you think will win? Unfortunately, faction discovery can cause them to spawn hostile. Normally they aren't supposed to spawn as hostiles.

Pila's don't beat charge rifles.
Quote from: ChromeMax on October 19, 2016, 10:32:42 AM
Can you actually make the nekos more catlike? I'd rather have a whole new different race rather than another humanoid with cat ears and a tail. Plwease?

I am waiting for Alien Framework to work with prepare carefully. Once it does, a cat-like version will be ready :)
Title: Re: [A15] Orassans
Post by: faltonico on October 22, 2016, 12:06:47 AM
Hello there!
Can they be discovered by "Faction discovery" in an existing save game?
Title: Re: [A15] Orassans
Post by: FridayBiology on October 22, 2016, 10:47:40 AM
ahahha, managed to get Orassans to work with Wildlife Tab, Animal Control, Mutagens and Metro. XD

Playing the "Grave pride of the nekojin" scenario
https://www.youtube.com/watch?v=KfuWzMahZ88&feature=youtu.be
Title: Re: [A15] Orassans
Post by: Diana Winters on October 22, 2016, 01:15:05 PM
Quote from: faltonico on October 22, 2016, 12:06:47 AM
Hello there!
Can they be discovered by "Faction discovery" in an existing save game?

Yes; though with all the other factions available it may take awhile. You can use devmode/save scumming to get it to spawn faster if you're impatient :)
Title: Re: [A15] Orassans
Post by: KTVSUN on October 22, 2016, 05:39:39 PM
Great mod, thank you for your work.

2 comments (for what it s worth)

1. Having the tribe as ennemy is way too helpful, they arent a real threat since they always take the shortest path right into the defences. They drop tons of lingots, their meat can be eaten, their skin is very powerful. Maybe make their meat considered human, or tone done the value of their skin or limit the amount of lingot they drop (dont even know why they drop them in the first place since they use shitty tech)

2. Thanks to all these lingots we can craft the gear. I love being able to craft the gear of the other faction. But that lmg.... I dont know why to use anything else burst shot of 10 at 40 range with 100% accuracy at all range as legendary? Well all my fighter carry it.

I m not trying to be disrespectful, i love your work, i just thought i d share. Now ima use debug to make the tribe ally and the cats enemies =)

Cheers,
K
Title: Re: [A15] Orassans
Post by: Diana Winters on October 22, 2016, 08:09:27 PM
Quote from: KTVSUN on October 22, 2016, 05:39:39 PM
Great mod, thank you for your work.

2 comments (for what it s worth)

1. Having the tribe as ennemy is way too helpful, they arent a real threat since they always take the shortest path right into the defences. They drop tons of lingots, their meat can be eaten, their skin is very powerful. Maybe make their meat considered human, or tone done the value of their skin or limit the amount of lingot they drop (dont even know why they drop them in the first place since they use shitty tech)

2. Thanks to all these lingots we can craft the gear. I love being able to craft the gear of the other faction. But that lmg.... I dont know why to use anything else burst shot of 10 at 40 range with 100% accuracy at all range as legendary? Well all my fighter carry it.

I m not trying to be disrespectful, i love your work, i just thought i d share. Now ima use debug to make the tribe ally and the cats enemies =)

Cheers,
K

I don't know how to make the meat considered cannibalism, at least not without more C# or overwriting think trees. I'll try to look into it, but no promises... you monster

Side Note: All enemies funnel into your killbox (assuming it's designed correctly); I have no way of improving the AI
Title: Re: [A15] Orassans
Post by: KTVSUN on October 22, 2016, 08:59:03 PM
Thank you for your quick reply.

I ll keep playing with your mod which i really like and just use dev mode to make the tribe friendly and the cats hostile, no more infinite leather and food ;=)

K
Title: Re: [A15] Orassans
Post by: Diana Winters on October 22, 2016, 09:00:33 PM
Quote from: KTVSUN on October 22, 2016, 08:59:03 PM
Thank you for your quick reply.

I ll keep playing with your mod which i really like and just use dev mode to make the tribe friendly and the cats hostile, no more infinite leather and food ;=)

K

I'm sorry; but you're being very confusing. Tribals are not part of my mod. Also, it still counts as cannibalism if humans eat Orassan meat, or if Orassans eat human meat; so I'm not sure what your issue is.

P.s. Are you using other mods?
Title: Re: [A15] Orassans
Post by: KTVSUN on October 23, 2016, 03:38:34 AM
I do apologize for the antipode tribe belongs to the ariadna mod and not yours.

My bad xd

K
Title: Re: [A15] Orassans
Post by: Commander Blackwatch on October 24, 2016, 07:00:03 AM
No bugs No Problem Wow You Already Fix all bugs Impressive
Title: Re: [A15] Orassans
Post by: Diana Winters on October 25, 2016, 04:09:50 PM
Update 6: Now with 100% more furry. A 'patch' for Prepare Carefully can be found here (https://ludeon.com/forums/index.php?topic=24469.0).

This update WILL break your saves!
Title: Re: [A15] Orassans
Post by: Napple on October 25, 2016, 11:45:08 PM
The orassans for the enclave factions are still neko and they all share the same haircut.
I am using the patch for edb prepare carefully.
Title: Re: [A15] Orassans
Post by: Diana Winters on October 26, 2016, 01:09:17 AM
Quote from: Napple on October 25, 2016, 11:45:08 PM
The orassans for the enclave factions are still neko and they all share the same haircut.
I am using the patch for edb prepare carefully.

Was not able to reproduce the reported error. Did you make sure that the patch was loaded under my mod AND you have no other instances of Prepare Carefully installed?
Title: Re: [A15] Orassans
Post by: KillaAnime on October 29, 2016, 05:37:08 PM
Maybe make the female orassans look more female?
Title: Re: [A15] Orassans
Post by: Diana Winters on October 29, 2016, 06:43:12 PM
Quote from: KillaAnime on October 29, 2016, 05:37:08 PM
Maybe make the female orassans look more female?

How do you suggest I do that?
Title: Re: [A15] Orassans
Post by: FridayBiology on October 29, 2016, 07:40:52 PM
Just recruited a human in my LP and am now realizing that those unclean humans are rather weak, can't stand the cold, complain alot and yet seem to be able to carry more. Is this a natural sign that humans are in fact evolved haul beasts and that orassans should do the heavy thinking of cooking and hunting(most orassans seem to have +5 in a fighting skill)?

Also i'm wondering if you have any plans to add mood thoughts or orassan events?

Quote from: Diana Winters on October 29, 2016, 06:43:12 PM
Quote from: KillaAnime on October 29, 2016, 05:37:08 PM
Maybe make the female orassans look more female?
How do you suggest I do that?

more fuffier tails? (Joke but, would be kindof cool to have variety of tail designs)
Title: Re: [A15] Orassans
Post by: Diana Winters on October 29, 2016, 08:52:10 PM
Quote from: FridayBiology on October 29, 2016, 07:40:52 PM
<snip>

Orassans are smaller (~5 ft/1.5m tall on average) and physically weaker than Humans. As for why Orassans have higher combat skills; that's because most of the backstories are military related (as a lot of soldiers are sent to protect the fledgling colonies)

As for custom events... maybe. I don't know how to write events or do any C# (I've been geting others to do it for me :p)

As for more tails; I wouldn't know how to do that. Currently they are put on with C#, so I'd need to ask around to get it to allow for more tails.

I might ask around for help with adding thoughts like "xenophobic/xenophilic" to affect the relations between the races, but I don't have those sorts of plans at the moment, as I'd definitely need help to do that.

I plan on adding more drugs, custom materials, and futuristic tech in future updates... not to steal Glittertech's thunder :p
Title: Re: [A15] Orassans
Post by: zmadz on October 29, 2016, 09:22:01 PM
would be funny if you added whiskas as orassan drug
Title: Re: [A15] Orassans
Post by: Diana Winters on October 29, 2016, 09:56:48 PM
Quote from: zmadz on October 29, 2016, 09:22:01 PM
would be funny if you added whiskas as orassan drug

The next drug will likely be called "rat poison"
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 01:04:03 AM
Quote from: Diana Winters on October 29, 2016, 06:43:12 PM
Quote from: KillaAnime on October 29, 2016, 05:37:08 PM
Maybe make the female orassans look more female?

How do you suggest I do that?

Um like the face options or looks :L
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 01:16:24 AM
i dont know if this is a bug but in the modified prepare carefully when i save a human pawn and load him i cant start a game but when i save and load the other two races they do start a game ?
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 01:24:13 AM
https://www.youtube.com/watch?v=IAzDoll-S_c&feature=youtu.be

IDK if a vid will help show it
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 01:32:36 AM
i just checked it wasnt mod order but i still dont know whats cuasing it :L
Title: Re: [A15] Orassans
Post by: Diana Winters on October 30, 2016, 02:42:33 AM
Quote from: KillaAnime on October 30, 2016, 01:24:13 AM
https://www.youtube.com/watch?v=IAzDoll-S_c&feature=youtu.be

IDK if a vid will help show it

I'm not entirely sure what the issue is; perhaps try asking on the AlienRace thread? It seems like that may be the more likely culprit
Title: Re: [A15] Orassans
Post by: Cpt.Ohu on October 30, 2016, 06:48:32 AM
Can't confirm the bug on a clean install. Was this human created with the modified PC? I've not found a way to make old presets compatible yet.
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 08:40:15 AM
Quote from: Diana Winters on October 30, 2016, 02:42:33 AM
Quote from: KillaAnime on October 30, 2016, 01:24:13 AM
https://www.youtube.com/watch?v=IAzDoll-S_c&feature=youtu.be

IDK if a vid will help show it

I'm not entirely sure what the issue is; perhaps try asking on the AlienRace thread? It seems like that may be the more likely culprit

the issue is that if i create a preset with a human race and load it in for another game it doesnt start
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 08:42:24 AM
Quote from: Cpt.Ohu on October 30, 2016, 06:48:32 AM
Can't confirm the bug on a clean install. Was this human created with the modified PC? I've not found a way to make old presets compatible yet.

they where made the same they i downloaded the mods so there not old presets. so yeah they where made on the modified pc
Title: Re: [A15] Orassans
Post by: KillaAnime on October 30, 2016, 08:51:40 AM
i just downloaded the mods again and now its working but i dont know if it will happen again since a person on the alien races seems to have a simalar issue :L
Title: Re: [A15] Orassans
Post by: Commander Blackwatch on October 30, 2016, 09:20:11 AM
Minor Problem

While i'm Using Prepare Carefully Mod and I add armor to them its keep removing when its spawn or landing the planet . Please Fix this
Title: Re: [A15] Orassans
Post by: Diana Winters on October 30, 2016, 02:00:29 PM
Quote from: Blackwatch27 on October 30, 2016, 09:20:11 AM
Minor Problem

While i'm Using Prepare Carefully Mod and I add armor to them its keep removing when its spawn or landing the planet . Please Fix this

I'm not exactly sure how you expect me to fix this; are you talking about the alien races version of prepare carefully? If so, perhaps you should be asking on their thread.
Title: Re: [A15] Orassans
Post by: Pink Omega on October 30, 2016, 04:24:01 PM
Hello. How do I start as a orassan enclave? I don't see the option in the '' choose scenario '' menu.
Title: Re: [A15] Orassans
Post by: Diana Winters on October 30, 2016, 05:11:03 PM
Quote from: Pink Omega on October 30, 2016, 04:24:01 PM
Hello. How do I start as a orassan enclave? I don't see the option in the '' choose scenario '' menu.

You need to use the edit scenario function
Title: Re: [A15] Orassans
Post by: Basharrah on October 30, 2016, 10:30:32 PM
  I seem to be in the minority here who came for nekos rather than space-furries, would a non-furry, standard neko version of the mod be maintained in the future?

  I am aware that the previous version on Nexus contains the original Orassan textures, and I am grateful that it is available. What I am wondering is if there will be future versions of this mod that allow us to pick between the original or the new textures, perhaps in the form of a patch of some kind. Alternatively, instructions detailing a way to go into the files manually to replace the new textures with the original textures would be spot-on.

  I enjoy this mod very much, and the Orassans recruited peacefully in my colonies have become valued members of the community. I would very much hate for Exterminatus to be used on them in the future, due to their newly-dominant xeno appearance.
Title: Re: [A15] Orassans
Post by: Diana Winters on October 30, 2016, 10:34:12 PM
Quote from: Basharrah on October 30, 2016, 10:30:32 PM
  I seem to be in the minority here who came for nekos rather than space-furries, would a non-furry, standard neko version of the mod be maintained in the future?

  I am aware that the previous version on Nexus contains the original Orassan textures, and I am grateful that it is available. What I am wondering is if there will be future versions of this mod that allow us to pick between the original or the new textures, perhaps in the form of a patch of some kind. Alternatively, instructions detailing a way to go into the files manually to replace the new textures with the original textures would be spot-on.

  I enjoy this mod very much, and the Orassans recruited peacefully in my colonies have become valued members of the community. I would very much hate for Exterminatus to be used on them in the future, due to their newly-dominant xeno appearance.

You can modify the xmls to your liking. As in you can change the values in the mto mimic what they would have looked like before the furry update. You would need to grab the hair textures from the previous versions and overwrite the new hairs. I do not plan on maintaining a neko version, however. Hybrids (nekos) may be available at a further date if the framework changes how hair works, but that's looking unlikely at the moment.
Title: Re: [A15] Orassans
Post by: KillaAnime on October 31, 2016, 12:10:29 AM
Quote from: Basharrah on October 30, 2016, 10:30:32 PM
  I seem to be in the minority here who came for nekos rather than space-furries, would a non-furry, standard neko version of the mod be maintained in the future?

  I am aware that the previous version on Nexus contains the original Orassan textures, and I am grateful that it is available. What I am wondering is if there will be future versions of this mod that allow us to pick between the original or the new textures, perhaps in the form of a patch of some kind. Alternatively, instructions detailing a way to go into the files manually to replace the new textures with the original textures would be spot-on.

  I enjoy this mod very much, and the Orassans recruited peacefully in my colonies have become valued members of the community. I would very much hate for Exterminatus to be used on them in the future, due to their newly-dominant xeno appearance.

i would also love it to maybe if the mod dev put more time making a furry version and a neko version. this might make us get updates slower though. thats only if they wanna do that for us people who want that neko look rather than the furry one. :l but they might not ever do that
Title: Re: [A15] Orassans
Post by: Basharrah on October 31, 2016, 03:53:51 PM
  Thank you very much for the speedy reply, I regret that I didn't check this thread sooner. Could I trouble you for more detailed instructions as to what .xml files to modify? I am not very familiar with RimWorld modding, so I don't really know which files to look for.
Title: Re: [A15] Orassans
Post by: Diana Winters on October 31, 2016, 11:06:10 PM
Quote from: Basharrah on October 31, 2016, 03:53:51 PM
  Thank you very much for the speedy reply, I regret that I didn't check this thread sooner. Could I trouble you for more detailed instructions as to what .xml files to modify? I am not very familiar with RimWorld modding, so I don't really know which files to look for.

The race defs. Just change the texture paths
Title: Re: [A15] Orassans
Post by: Basharrah on November 01, 2016, 05:30:22 PM
  Thank you again, and I have one more question. I have done what you have told me to, and now the newly-spawned Orassans don't spawn headless, like they did when I was going in blind. However, the ears aren't spawning on them, leaving them looking like they are going bald in two different places on their heads. I've overwritten the hairstyles in the new version with the ones from the previous version, and as to the .xml, I simply deleted these lines, since they weren't in previous versions;


    <NakedBodyGraphicLocation></NakedBodyGraphicLocation>
    <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation>
    <DesiccatedGraphicLocation></DesiccatedGraphicLocation>   
    <CustomGenderDistribution>true</CustomGenderDistribution>
    <MaleGenderProbability>0.5</MaleGenderProbability>   
    <PawnsSpecificBackstories>false</PawnsSpecificBackstories>
    <HasHair>Vanilla</HasHair>
    <GetsGreyAt>60</GetsGreyAt>
    <CustomSkinColors>true</CustomSkinColors>
    <Headless>false</Headless>
    <alienpartgenerator>     
      <aliencrowntypes>
        <li>Average_Normal</li>
      </aliencrowntypes>
    </alienpartgenerator>

   <alienskincolorgen Class="ColorGenerator_Options">
        <options>
          <li>
            <weight>10</weight>
            <only>RGBA(1.0,1.0,1.0,1)</only>
          </li>
          <li>
            <weight>10</weight>
            <only>RGBA(0.5,0.5,0.5,1)</only>
          </li>
          <li>
            <weight>10</weight>
            <only>RGBA(0.3,0.3,0.3,1)</only>
          </li>
          <li>
            <weight>5</weight>
            <only>RGBA(0.7,0.6,0.6,1)</only>
          </li>
          <li>
            <weight>5</weight>
            <only>RGBA(0.5,0.3,0.0,1)</only>
          </li>
        </options>
      </alienskincolorgen>


Is there another line I need to change? Is there a different .xml file I should fiddle with? Thank you, again, for taking time to help us.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 01, 2016, 06:05:14 PM
Set the custom skin color line to false

Also...
Update 7: Shotgun and Missile launcher added. Textures updated.
Title: Re: [A15] Orassans
Post by: Basharrah on November 01, 2016, 06:59:06 PM
  Silly me, I'd edited a copy of the mod in another folder, rather than the one in my mods folder. Simply cutting the aforementioned lines got me the results I was asking for.

  Thank you for being so helpful, and for continuing to push out updates to the mod mere days after you released the previous version.
Title: Re: [A15] Orassans
Post by: NathanxS on November 02, 2016, 07:07:24 AM
Quick question, any plans on changing cannibalism /slaughtering human debuffs as a orassan?
It seems pretty weird to me getting these debuffs as an orassan , but no debuff slaughtering a cat or dog which look more similar to them than humans.
Title: Re: [A15] Orassans
Post by: gariba on November 02, 2016, 10:20:05 AM
Quote from: NathanxS on November 02, 2016, 07:07:24 AM
Quick question, any plans on changing cannibalism /slaughtering human debuffs as a orassan?
It seems pretty weird to me getting these debuffs as an orassan , but no debuff slaughtering a cat or dog which look more similar to them than humans.

I think that might be somewhat offensive to them... It's like saying humans look like monkeys or baboos.
Anyways, the cannibalism thing most likely needs to be dug up in C# to implement.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 02, 2016, 06:31:09 PM
Quote from: NathanxS on November 02, 2016, 07:07:24 AM
Quick question, any plans on changing cannibalism /slaughtering human debuffs as a orassan?
It seems pretty weird to me getting these debuffs as an orassan , but no debuff slaughtering a cat or dog which look more similar to them than humans.

SPECIEST!
Do humans get a debuff when they eat a monkey?! No?! WELL THERE YOU GO!







:p
Title: Re: [A15] Orassans
Post by: jmababa on November 03, 2016, 03:35:38 AM
conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic
Title: Re: [A15] Orassans
Post by: ChromeMax on November 03, 2016, 11:14:37 AM
Quote from: jmababa on November 03, 2016, 03:35:38 AM
conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic
First of all, the RT weapons mod is a separate weapons-ONLY mod. It would be unreasonable to ask another mod creator to balance the guns based off the gun stats of another mod.

Second of all, the RT weapons mod isn't even that realistic. The guns look pixelated and they look out of place with the colonists. (No disrespect to the RT weapons creator, but I personally just really do not like those pixelated sprites.)
Title: Re: [A15] Orassans
Post by: Diana Winters on November 03, 2016, 04:41:28 PM
Quote from: jmababa on November 03, 2016, 03:35:38 AM
conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic

Explain how they conflict
Title: Re: [A15] Orassans
Post by: ChromeMax on November 03, 2016, 06:58:23 PM
Quote from: Diana Winters on November 03, 2016, 04:41:28 PM
Quote from: jmababa on November 03, 2016, 03:35:38 AM
conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic

Explain how they conflict

He's probably talking about the immersion conflict between Orssasan sci-fi guns and the modern era guns of the RT mod.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 03, 2016, 08:38:42 PM
Quote from: ChromeMax on November 03, 2016, 06:58:23 PM
Quote from: Diana Winters on November 03, 2016, 04:41:28 PM
Quote from: jmababa on November 03, 2016, 03:35:38 AM
conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic

Explain how they conflict

He's probably talking about the immersion conflict between Orssasan sci-fi guns and the modern era guns of the RT mod.

Well that's not really my issue then...
Title: Re: [A15] Orassans
Post by: Diana Winters on November 04, 2016, 06:40:51 PM
Update 8: Added new animal reminecent of Ori from Ori and the blind forest
Title: Re: [A15] Orassans
Post by: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?
Title: Re: [A15] Orassans
Post by: Daman453 on November 04, 2016, 10:05:48 PM
I know the lore says no alien races, but eh what ever. I don't like furry s, but you seemed to put in the effort. Thumbs up for a non low effort mod. Good job!
Title: Re: [A15] Orassans
Post by: Diana Winters on November 05, 2016, 02:29:01 AM
Quote from: Daman453 on November 04, 2016, 10:05:48 PM
I know the lore says no alien races, but eh what ever. I don't like furry s, but you seemed to put in the effort. Thumbs up for a non low effort mod. Good job!

I'm well aware; these aliens are more or less from Stellaris. As such, they have faster than light travel and blah blah blah. More lore via item descriptions will come eventually...

Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?
quit digging around in my files :p
I may or may not suck at spelling
Title: Re: [A15] Orassans
Post by: Commander Blackwatch on November 05, 2016, 04:44:27 AM
Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?

Does it matter the spelling than the mod works?
Title: Re: [A15] Orassans
Post by: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.

[attachment deleted by admin due to age]
Title: Re: [A15] Orassans
Post by: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.

No, you're completely right, the male ori's do seem to have a texture issue. It's also happening on my high-end build.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 05, 2016, 07:41:51 PM
Quote from: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.

No, you're completely right, the male ori's do seem to have a texture issue. It's also happening on my high-end build.

Should be fixed; must have forgot to click submit when I posted the fix ^^'
Title: Re: [A15] Orassans
Post by: Pink Omega on November 05, 2016, 08:02:09 PM
Quote from: Diana Winters on November 05, 2016, 07:41:51 PM
Quote from: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
Bug report:the texture of the male oris are looking like this.
females are normal (look at the right of the picture).
ps: I'm also a little concerned because my PC is a little shitty, so I don't know if it's a problem with my graphics, but I think it wouldn't do that with a 2D game like rimworld, heh.

No, you're completely right, the male ori's do seem to have a texture issue. It's also happening on my high-end build.

Should be fixed; must have forgot to click submit when I posted the fix ^^'
Thanks Diana! Are you planning to add more creatures? (Like Naru's species from Ori and the blind forest).
Title: Re: [A15] Orassans
Post by: Diana Winters on November 05, 2016, 09:27:49 PM
Quote from: Pink Omega on November 05, 2016, 08:02:09 PM
Quote from: Diana Winters on November 05, 2016, 07:41:51 PM
Quote from: Seagullz on November 05, 2016, 03:49:47 PM
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
<snip>
Quote from: Pink Omega on November 05, 2016, 01:51:45 PM
<snip>

<snip>

<snip>
Thanks Diana! Are you planning to add more creatures? (Like Naru's species from Ori and the blind forest).

More creatures, perhaps, but not necessarily from Ori and the blind forest.
Title: Re: [A15] Orassans
Post by: diannetea on November 06, 2016, 02:16:16 AM
Quote from: Blackwatch27 on November 05, 2016, 04:44:27 AM
Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?

Does it matter the spelling than the mod works?

Nope, I've just only been at this a day and am not sure if file names needed to be spelled properly to work :)
Title: Re: [A15] Orassans
Post by: Diana Winters on November 06, 2016, 12:26:06 PM
Quote from: diannetea on November 06, 2016, 02:16:16 AM
Quote from: Blackwatch27 on November 05, 2016, 04:44:27 AM
Quote from: diannetea on November 04, 2016, 09:43:54 PM
is the word "recipes" misspelled on purpose in the "RecipieDefs" folder & "Recipies_Orassan_Surgery" filename?

Does it matter the spelling than the mod works?

Nope, I've just only been at this a day and am not sure if file names needed to be spelled properly to work :)

File names do not need to spelt correctly. I could make all the files names gibberish along the lines of "sdfgsdfgh" and they would still work
Title: Re: [A15] Orassans
Post by: Diana Winters on November 08, 2016, 12:35:12 AM
Quote from: Killface on November 07, 2016, 06:51:44 PM
I've just started a game with the Orassans. They're a nice addition.

But I think they currently break the game as they are overpowered. They base attack is way too high, almost killing other pawns with one hit, even at melee level 1. Also the min comfy temperature of -60 °C makes clothing useless. They even eat vegetables, something I wouldn't expect from a cat species. The hightened move speed is a little high, as pawns with bionic legs move ridicously fast.
Maybe you'd like to take some of my findings into consideration. Keep up the good work!

Melee skill level does not influence damage at all; only melee accuracy. Though I admit that it is a bit overkill. As for the min comfortable temp; they evolved to live on a planet that consisted of almost entirely ice. They are meant to play on very cold climates if you want balance. I'm not going to do much balance around bionics. As for eating vegetables; a purely carnivorous species would be unable to attain the level of agriculture necessary to create civilization, let alone space faring status.

Also note the smaller bodysize and health scale of the Orassans, making them weaker and more susceptible to losing limbs. Unarmored Orassans would be easy pickings... As for the armored ones; I suggest you try explosives or fire... or not pick a fight with them.

In any case, I'll lower their speed a tad... maybe. I shall also lower their damage somewhat.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 10, 2016, 06:37:10 PM
Update 9: Balancing n' shizz
Title: Re: [A15] Orassans
Post by: Diana Winters on November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
Title: Re: [A15] Orassans
Post by: Canute on November 16, 2016, 04:01:13 PM
Quote from: Diana Winters on November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
And i thought all cats need to run without tails, like Haplo's robots without cam. unit to prevent talking ! :-)

Are you serious with the cat weapons ? Don't you think they are a bit to overpowered ?
The cyrogenic launcher is a devasting weapon, hugh damage potiential, very large blast radius, not onetime use, the only drawback are the long warmup.

Not sure if you want be vanilla friendly or just be overpowered like Glittertech.
Title: Re: [A15] Orassans
Post by: corjest on November 16, 2016, 07:14:21 PM
Just wanted to give a heads up, in order for the mod to work on Linux I had to change "about.xml" to "About.xml" or else it wasn't finding the file. 
Title: Re: [A15] Orassans
Post by: Diana Winters on November 16, 2016, 08:13:14 PM
Quote from: Canute on November 16, 2016, 04:01:13 PM
Quote from: Diana Winters on November 15, 2016, 08:43:18 PM

Update 10: Minor updates; tail less likely to be hit and has more health. EPOE patch updated as well.
And i thought all cats need to run without tails, like Haplo's robots without cam. unit to prevent talking ! :-)

Are you serious with the cat weapons ? Don't you think they are a bit to overpowered ?
The cyrogenic launcher is a devasting weapon, hugh damage potiential, very large blast radius, not onetime use, the only drawback are the long warmup.

Not sure if you want be vanilla friendly or just be overpowered like Glittertech.

I might do some balancing eventually, but not at the moment...

also
Update 11: Bugfixing; orassan missile only causes one explosion now
Title: Re: [A15] Orassans
Post by: Diana Winters on November 17, 2016, 07:14:05 PM
Update 12: Minor fixes; Combat Realism and EPOE patches updated. You can use both at the same time now.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 22, 2016, 10:42:46 PM
Update 13: Recipe tweaks; all weapons and almost all ammo (CR patch) now requires uranium to craft
Title: Re: [A15] Orassans
Post by: ChromeMax on November 23, 2016, 08:42:08 AM
Can you please stop making patches for other mods and little tweaks and actually fix some of the issues people are suggesting? Some of the guns in this mod are severely unbalanced and that has to be tweaked. The Cyrogenic launcher makes a roughly 6x6 explosion, but is worth less than 2k? Also, sometimes the Orin males from this mod have a broken purple texture.
Title: Re: [A15] Orassans
Post by: Canute on November 23, 2016, 08:54:33 AM
Maybe split the weapons and the race into seperated mods.
And maybe add the option to start as Orassan tribe.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 23, 2016, 12:37:07 PM
Quote from: ChromeMax on November 23, 2016, 08:42:08 AM
Can you please stop making patches for other mods and little tweaks and actually fix some of the issues people are suggesting? Some of the guns in this mod are severely unbalanced and that has to be tweaked. The Cyrogenic launcher makes a roughly 6x6 explosion, but is worth less than 2k? Also, sometimes the Orin males from this mod have a broken purple texture.

Don't tell me what to do. I make this mod for myself and share it with you people.
>:(
Also, delete old versions and install the new one, not just overwriting. That purple texture error was fixed ages ago.

Quote from: Canute on November 23, 2016, 08:54:33 AM
Maybe split the weapons and the race into seperated mods.
And maybe add the option to start as Orassan tribe.


Canonically (in the mod's lore), the Orassans are far more advanced than humans; you would not see them as a tribe in the time this takes place. And no; I'm not splitting the mod into more parts.

If I wanted to stick to the mod's lore and make a tribe form, I'd need to adjust the map generation n' shit and I don't want to completely modify the game for something people would use a couple times then get bored of.
Title: Re: [A15] Orassans
Post by: Canute on November 23, 2016, 01:25:40 PM
That is what i speak of.
Currently the Orassans are an overpowered "advanced" race. And you are geting pretty fast bored because you can easyly overwhelm the most raids with their weapons.
Thats why i wanted a tribe version, because i like, like you i think,  cat (people), and wanted a challenging game as tribe in the tropical jungle with the medivial mod. But since they are spacer, i didn't need to research any of the medivial stuff, and the nogun/mech mod didn't block the cat weapons.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 23, 2016, 02:29:55 PM
Quote from: Canute on November 23, 2016, 01:25:40 PM
That is what i speak of.
Currently the Orassans are an overpowered "advanced" race. And you are geting pretty fast bored because you can easyly overwhelm the most raids with their weapons.
Thats why i wanted a tribe version, because i like, like you i think,  cat (people), and wanted a challenging game as tribe in the tropical jungle with the medivial mod. But since they are spacer, i didn't need to research any of the medivial stuff, and the nogun/mech mod didn't block the cat weapons.

The cat people's homeworld is a freezing ball of ice with the only liquid water and vegetation being around the equator. They would not fare well in a jungle since they evolved to deal with the harsh cold of their home planet.

Anyways, I plan on adding another faction with similar tech so your weaponry won't be so overpowered ;)
Title: Re: [A15] Orassans
Post by: Smexy_Vampire on November 23, 2016, 02:51:13 PM
epoe patch ?
Title: Re: [A15] Orassans
Post by: Diana Winters on November 23, 2016, 04:02:57 PM
Quote from: Smexy_Vampire on November 23, 2016, 02:51:13 PM
epoe patch ?

Please read the description
Title: Re: [A15] Orassans
Post by: Canute on November 23, 2016, 04:04:35 PM
QuoteThe cat people's homeworld is a freezing ball of ice with the only liquid water and vegetation being around the equator. They would not fare well in a jungle since they evolved to deal with the harsh cold of their home planet.
I know, i know, why do you think i tryed it.
A heat wave wipe out the 1. colony.

Orassans on ice sheet is too easy.
Title: Re: [A15] Orassans
Post by: Diana Winters on November 23, 2016, 10:10:37 PM
Update 14: Event added... I suggest staying on friendly terms with the Orassans
Title: Re: [A15] Orassans
Post by: Pink Omega on November 24, 2016, 07:19:46 AM
Orassan Bombardment? That's why I love those space cats, damn.
Title: Re: [A15] Orassans
Post by: ChaosChronicler on November 25, 2016, 10:27:11 PM
Quote from: Diana Winters on November 23, 2016, 02:29:55 PM
The cat people's homeworld is a freezing ball of ice with the only liquid water and vegetation being around the equator. They would not fare well in a jungle since they evolved to deal with the harsh cold of their home planet.

Anyways, I plan on adding another faction with similar tech so your weaponry won't be so overpowered ;)
A new faction you say? This has my attention.
Also really like this mod (though I don't touch their tech, already have some goodies from other mods *cough*Colonial Marine *cough*) and wish there were more alien races to love (or blow up).

*edit* why did I write "their" instead of "there"?
Title: Re: [A15] Orassans
Post by: Diana Winters on November 25, 2016, 10:42:10 PM
Quote from: ChaosChronicler on November 25, 2016, 10:27:11 PM
Quote from: Diana Winters on November 23, 2016, 02:29:55 PM
<snip>
A new faction you say? This has my attention.
Also really like this mod (though I don't touch their tech, already have some goodies from other mods *cough*Colonial Marine *cough*) and wish their were more alien races to love (or blow up).

Try to stay on their good side ;)
Title: Re: [A15] Orassans
Post by: ZackIsTheDevil on December 03, 2016, 09:14:58 AM
I can't use this because it downloads into a VLC can you try using dropbox or Mediafire
Title: Re: [A15] Orassans
Post by: Smexy_Vampire on December 03, 2016, 09:17:36 AM
Quote from: ZackIsTheDevil on December 03, 2016, 09:14:58 AM
I can't use this because it downloads into a VLC can you try using dropbox or Mediafire
there is a steam workshop version
Title: Re: [A15] Orassans
Post by: ZackIsTheDevil on December 03, 2016, 09:32:17 AM
i dont like using steam that much
Title: Re: [A15] Orassans
Post by: Profugo Barbatus on December 03, 2016, 02:36:08 PM
What do you mean it downloads into a VLC. Its a .rar file from Nexus, and I have no idea why you'd have VLC player set up as your default .rar opener. Even if you did, you can still right click on it an extract it with whatever your normal archive tool is.
Title: Re: [A15] Orassans
Post by: Pink Omega on December 04, 2016, 04:47:13 PM
Hey Diana, will you ever do some kind of melee weapon for the Orassans?
Title: Re: [A15] Orassans
Post by: Diana Winters on December 04, 2016, 05:42:42 PM
Quote from: Yoshikage Kira (Pink Omega) on December 04, 2016, 04:47:13 PM
Hey Diana, will you ever do some kind of melee weapon for the Orassans?

There are plasteel claws made explicitly for the Orassans. As for a weapon humans can use... Probably not. I can't think of a reason why space troopers would have developed melee weapons much better than knives and swords when they have sharp claws and teeth. Also, for as cool as lightsabres are, they aren't exactly practical when brought into reality.

Do you have any suggestions for futuristic melee weapons?
Title: Re: [A15] Orassans
Post by: Pink Omega on December 04, 2016, 06:14:07 PM
Quote from: Diana Winters on December 04, 2016, 05:42:42 PM
Quote from: Yoshikage Kira (Pink Omega) on December 04, 2016, 04:47:13 PM
Hey Diana, will you ever do some kind of melee weapon for the Orassans?

There are plasteel claws made explicitly for the Orassans. As for a weapon humans can use... Probably not. I can't think of a reason why space troopers would have developed melee weapons much better than knives and swords when they have sharp claws and teeth. Also, for as cool as lightsabres are, they aren't exactly practical when brought into reality.

Do you have any suggestions for futuristic melee weapons?
Don't know if you would like it, but, perhaps something like a Brass knuckles with sharp claws. It would do more damage than the orassan's fist, and could cause bleeding, or burn. Maybe the claws could be made of energy? Or plasteel, I don't know. If you think of futuristic melee weapons you'll probably imagine something made of energy, sword-like, a lightsaber thing...But I think my ideia is more...Original?
Title: Re: [A15] Orassans
Post by: Canute on December 04, 2016, 06:25:01 PM
QuoteI can't think of a reason why space troopers would have developed melee weapons much better than knives and swords when they have sharp claws and teeth
Think about "Space trooper", do you think they it is wise to use their claws and teeth in a spacesuit ?
Title: Re: [A15] Orassans
Post by: Pink Omega on December 04, 2016, 07:02:56 PM
Quote from: Canute on December 04, 2016, 06:25:01 PM
Think about "Space trooper", do you think they it is wise to use their claws and teeth in a spacesuit ?
You're right, but their fists causes bleeding and do something around 10 - 13 damage, it's a little better than a normal plasteel knife.
Title: Re: [A15] Orassans
Post by: ChaosChronicler on December 04, 2016, 11:12:03 PM
Hm, polls locked for me. Did I miss it or is it something else?
Title: Re: [A15] Orassans
Post by: Diana Winters on December 05, 2016, 02:00:54 AM
Quote from: Canute on December 04, 2016, 06:25:01 PM
QuoteI can't think of a reason why space troopers would have developed melee weapons much better than knives and swords when they have sharp claws and teeth
Think about "Space trooper", do you think they it is wise to use their claws and teeth in a spacesuit ?


They don't fight in space, at least not in the vacuum. If they did, they'd like use a combat knife or similar weapon or, you know, a gun...

Quote from: ChaosChronicler on December 04, 2016, 11:12:03 PM
Hm, polls locked for me. Did I miss it or is it something else?

Polls were locked some time ago and the change was made... also, you can't delete polls...

Quote from: Yoshikage Kira (Pink Omega) on December 04, 2016, 06:14:07 PM
Quote from: Diana Winters on December 04, 2016, 05:42:42 PM
Quote from: Yoshikage Kira (Pink Omega) on December 04, 2016, 04:47:13 PM
Hey Diana, will you ever do some kind of melee weapon for the Orassans?

There are plasteel claws made explicitly for the Orassans. As for a weapon humans can use... Probably not. I can't think of a reason why space troopers would have developed melee weapons much better than knives and swords when they have sharp claws and teeth. Also, for as cool as lightsabres are, they aren't exactly practical when brought into reality.

Do you have any suggestions for futuristic melee weapons?
Don't know if you would like it, but, perhaps something like a Brass knuckles with sharp claws. It would do more damage than the orassan's fist, and could cause bleeding, or burn. Maybe the claws could be made of energy? Or plasteel, I don't know. If you think of futuristic melee weapons you'll probably imagine something made of energy, sword-like, a lightsaber thing...But I think my ideia is more...Original?

Seeing as plasteel claws were already added...

Also, energy weapons like lightsabers aren't terribly practical, not to mention more dangerous to the user than anyone else...
Title: Re: [A15] Orassans
Post by: ChromeMax on December 05, 2016, 01:05:15 PM
You know what you should add? Reptilian creatures. Their scales provide extra armor and their fangs and claws do damage as well. They lack a deal in manipulation however, and maybe bleed out faster.
Title: Re: [A15] Orassans
Post by: Diana Winters on December 06, 2016, 01:27:08 PM
Quote from: ChromeMax on December 05, 2016, 01:05:15 PM
You know what you should add? Reptilian creatures. Their scales provide extra armor and their fangs and claws do damage as well. They lack a deal in manipulation however, and maybe bleed out faster.

I already planned on adding them, but I still need assets for 'em
Title: Re: [A15] Orassans
Post by: ChaosChronicler on December 06, 2016, 03:36:56 PM
Since the poll's locked can you put me down for yes?
Title: Re: [A14] Orassans
Post by: DeceptiveKorean on December 06, 2016, 04:22:59 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
That's just.. awkward.
Title: Re: [A15] Orassans
Post by: Diana Winters on December 06, 2016, 04:40:23 PM
Quote from: ChaosChronicler on December 06, 2016, 03:36:56 PM
Since the poll's locked can you put me down for yes?

The poll is irrelevant atm

Quote from: DeceptiveKorean on December 06, 2016, 04:22:59 PM

( ͡° ͜ʖ ͡°)
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
That's just.. awkward.
Title: Re: [A15] Orassans
Post by: FridayBiology on December 06, 2016, 08:29:10 PM
@Ms Winters.

I'm wondering what type of traders an Orassan enclave sends as I've yet to see one.
Is there any chance/way to make them glitterworld tech and/or human slave traders?
Perhaps it is too early though, have you found any issues with using the current Orassans mod with A16 testing, as personally I've not engaged with test and would rather enjoy playing orassans with the next alpha, stable but, still full of surprises.

Also to much regret I am sorry about Maria . I got baited and it shan't happen again.

Love Mr Biology.

P.S.
a private link to episode 31 Maria of my current Letsplay.
https://www.youtube.com/watch?v=wQCgNkzy1a8
Title: Re: [A15] Orassans
Post by: Diana Winters on December 06, 2016, 08:52:29 PM
Quote from: FridayBiology on December 06, 2016, 08:29:10 PM
@Ms Winters.

I'm wondering what type of traders an Orassan enclave sends as I've yet to see one.
Is there any chance/way to make them glitterworld tech and/or human slave traders?
Perhaps it is too early though, have you found any issues with using the current Orassans mod with A16 testing, as personally I've not engaged with test and would rather enjoy playing orassans with the next alpha, stable but, still full of surprises.

Also to much regret I am sorry about Maria . I got baited and it shan't happen again.

Love Mr Biology.

P.S.
a private link to episode 31 Maria of my current Letsplay.
https://www.youtube.com/watch?v=wQCgNkzy1a8

Orassans have all the vanilla outlander trader types aside from pirate traders

Talking about Testing is strictly forbidden, sorry
Title: Re: [A16] Orassans
Post by: Diana Winters on December 14, 2016, 02:02:52 AM
A16 Update!

Update 1: A16. Special thanks to Erdelf
Title: Re: [A16] Orassans
Post by: FantasySys on December 14, 2016, 05:37:05 AM
[A16]

Dont know if this is the proper place for bug reports but orassans skills seem weird. http://i.imgur.com/zn6ZYgi.png she has a shooting of 1 even though her adulthood background gives a +2 the skill.  And nothing is giving her a plus to research or crafting, and this one says incapable of nothing yet ye cant do social or animals http://i.imgur.com/9Nlj0W1.png. Crafting plus5 yet only 2 crafting.
Title: Re: [A16] Orassans
Post by: Diana Winters on December 14, 2016, 01:24:50 PM
Quote from: The Scout on December 14, 2016, 05:37:05 AM
[A16]

Snip

How often does this seem to happen?
Title: Re: [A16] Orassans
Post by: LewisDTC on December 14, 2016, 01:45:25 PM
Quote from: The Scout on December 14, 2016, 05:37:05 AM
[A16]

Dont know if this is the proper place for bug reports but orassans skills seem weird. http://i.imgur.com/zn6ZYgi.png she has a shooting of 1 even though her adulthood background gives a +2 the skill.  And nothing is giving her a plus to research or crafting, and this one says incapable of nothing yet ye cant do social or animals http://i.imgur.com/9Nlj0W1.png. Crafting plus5 yet only 2 crafting.

I was just browsing and checked the mod, but this comment got me thinking: when I built a test race mod I had similar results where colonists would have significantly lower skills than their bonuses should make possible.
Title: Re: [A16] Orassans
Post by: Diana Winters on December 14, 2016, 03:34:42 PM
Quote from: LewisDTC on December 14, 2016, 01:45:25 PM
Snip

I told the coder helping me and it's being looked into; though since you see what stats they have, it's not a huge issue.
Title: Re: [A16] Orassans
Post by: KevinHann on December 14, 2016, 03:51:12 PM
Great, despite setting Rimworld to not update past Alpha15 the Orassans updated and broke my long-term game. I am sorry for the stupid question but how do I revert Orassans back to A15?

Edit: ignore this. I picked up the earlier version from nexus. Will think again of getting any mods from steam :( How do people usually handle this without reverting mods with every new release?
Title: Re: [A16] Orassans
Post by: Diana Winters on December 14, 2016, 04:20:08 PM
Quote from: KevinHann on December 14, 2016, 03:51:12 PM
Snip

Well, you used to have to update them manually, so that was the only option. I suppose you can just keep your mods, but only activate them once they're updated
Title: Re: [A16] Orassans
Post by: mraadx on December 15, 2016, 04:00:27 AM
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!
Title: Re: [A16] Orassans
Post by: FridayBiology on December 15, 2016, 09:36:45 AM
Quote from: mraadx on December 15, 2016, 04:00:27 AM
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!

You can spawn them in as a known faction if you really want them however, be prepared as Orassan are of a greater technological level then even the Blood Talons Mercenaries (of the Talons mod)
Title: Re: [A16] Orassans
Post by: Diana Winters on December 15, 2016, 12:20:32 PM
Quote from: mraadx on December 15, 2016, 04:00:27 AM
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!

Are you sure? I usually get one or two...

They have a snowflake icon
Title: Re: [A16] Orassans
Post by: ZackIsTheDevil on December 17, 2016, 10:10:27 AM
Do you think you can make it so more Orassan factions can spawn?
or if there is how can you make more spawn in because it says they love cold temperature and when i make it colder i don't see any and when i make it a bit hotter i say two
T_T im losing my mind and so confused
Title: Re: [A16] Orassans
Post by: Diana Winters on December 17, 2016, 02:38:17 PM
Quote from: ZackIsTheDevil on December 17, 2016, 10:10:27 AM
Do you think you can make it so more Orassan factions can spawn?
or if there is how can you make more spawn in because it says they love cold temperature and when i make it colder i don't see any and when i make it a bit hotter i say two
T_T im losing my mind and so confused

I'd have to get my coder to make a new spawning algorithm; it's much easier to use the outlander stuff as a base

also, Update 2: Fixes
Title: Re: [A16] Orassans
Post by: ZackIsTheDevil on December 17, 2016, 03:37:55 PM
i figured out how to increase spawning by messing with your config file if you want to know i'll make a video on it and show you ;D thanks for the help anyways and info
Title: Re: [A16] Orassans
Post by: Diana Winters on December 18, 2016, 01:40:21 AM
Quote from: ZackIsTheDevil on December 17, 2016, 03:37:55 PM
i figured out how to increase spawning by messing with your config file if you want to know i'll make a video on it and show you ;D thanks for the help anyways and info

Just telling me would be fine
Title: Re: [A16] Orassans
Post by: mraadx on December 18, 2016, 05:18:19 AM
Quote from: Diana Winters on December 15, 2016, 12:20:32 PM
Quote from: mraadx on December 15, 2016, 04:00:27 AM
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!

Are you sure? I usually get one or two...

They have a snowflake icon

ah yeah. I found one, it's in the other side of the planet. but, just one? Is there any part of the xml that I can modify to get more of them cat colonies? thanks!
Title: Re: [A16] Orassans
Post by: drakemasta on December 18, 2016, 07:56:20 AM
could we get a a15 version aswell you said you had one in the notes but only the a16 version is offered and steam isnt up to a16 yet
Title: Re: [A16] Orassans
Post by: Diana Winters on December 18, 2016, 05:43:08 PM
Quote from: drakemasta on December 18, 2016, 07:56:20 AM
could we get a a15 version aswell you said you had one in the notes but only the a16 version is offered and steam isnt up to a16 yet

Look under "Old Versions"
15.14 should be at the bottom
Title: Re: [A16] Orassans
Post by: Kitsune on December 20, 2016, 01:08:18 PM
Hey wanted to say thank you for that nice mod. I like it really, furry for all! :3 The sad thing i have at the moment is i cant get it to work with the patch for prepare carefully, think i have to wait till the patch is updated. :'(
Title: Re: [A16] Orassans
Post by: Diana Winters on December 20, 2016, 01:14:20 PM
Quote from: Kitsune on December 20, 2016, 01:08:18 PM
Hey wanted to say thank you for that nice mod. I like it really, furry for all! :3 The sad thing i have at the moment is i cant get it to work with the patch for prepare carefully, think i have to wait till the patch is updated. :'(

I believe the patch is integrated now; you do not need the alien framework one I think

I'll update the description once I'm sure

For now, try to use it without the alien framework version of PC and load my mod under prepare carefully

And thanks for your kind words c:
Title: Re: [A16] Orassans
Post by: Kitsune on December 20, 2016, 01:23:34 PM
Hai, without the patch i can start it, okay that slipt under my view. xD On the other side i see no option to create a orassans pawn.*looking for hidden buttons*

Edit: If i have a orassans-colonist in the starting three and clicking on prepare carefully, if i have him/her selectet the window changes to the prepare carefully correctly but the fluff is gone and its now a normal colonist. :O
Title: Re: [A16] Orassans
Post by: Diana Winters on December 20, 2016, 06:26:57 PM
Quote from: Kitsune on December 20, 2016, 01:23:34 PM
Hai, without the patch i can start it, okay that slipt under my view. xD On the other side i see no option to create a orassans pawn.*looking for hidden buttons*

Edit: If i have a orassans-colonist in the starting three and clicking on prepare carefully, if i have him/her selectet the window changes to the prepare carefully correctly but the fluff is gone and its now a normal colonist. :O

They should still be Orassans once the game starts. You may have to save and reload. I'll talk to the coder helping me about it
Title: Re: [A16] Orassans
Post by: Ninjakitty66 on December 20, 2016, 06:40:30 PM
I hope you plan on making a doggy/puppy race that are their sworn enemies!
Title: Re: [A16] Orassans
Post by: Diana Winters on December 20, 2016, 11:05:03 PM
Quote from: Ninjakitty66 on December 20, 2016, 06:40:30 PM
I hope you plan on making a doggy/puppy race that are their sworn enemies!

I shall not deign to sink to the level of tired stereotypes
Title: Re: [A16] Orassans
Post by: ChaosChronicler on December 20, 2016, 11:24:55 PM
Quote from: Diana Winters on December 20, 2016, 11:05:03 PM
Quote from: Ninjakitty66 on December 20, 2016, 06:40:30 PM
I hope you plan on making a doggy/puppy race that are their sworn enemies!

I shall not deign to sink to the level of tired stereotypes
Why do people always think that cats and dogs should be enemies?
Title: Re: [A16] Orassans
Post by: Kitsune on December 21, 2016, 04:48:43 AM
Quote from: Diana Winters on December 20, 2016, 06:26:57 PM
They should still be Orassans once the game starts. You may have to save and reload. I'll talk to the coder helping me about it

I dont know, if i start the game with prepare carefully all the kittens are humans as they where shown in the prepare carefully screen. q.q Maybe the problem go away with the time go's by, no problem, i will simply wait over there in the corner with big shiny watery eyes. Q_Q

"Lucky" me i fear i anyway have to wait for updates to a few other mod's and first after that i can finaly start playing. :3
Title: Re: [A16] Orassans
Post by: Love on December 21, 2016, 04:58:46 AM
I really liked the idea of this mod, but when I tried it out I didn't really like it.

The Storyteller picture looks fine in the thumbnail, but when you click it you get the same picture just overly stretched across the screen.

And the actual Orassan pawns themselves - I'm not against having cat people, quite the opposite, but the detail on their faces doesn't match the style of RimWorld pawns, too much shading and fine detail, and it makes them look really off.
Title: Re: [A16] Orassans
Post by: Ninjakitty66 on December 21, 2016, 09:12:58 AM
On another note, I think the Kitty LMG might be a little unbalanced. I had my kitty people attack one of the kitty caravans, about five people vs one. That one was a kitty with a lmg hiding behind a tree with five people shooting at her, she had only 4 shooting but hit every time even against the people in better cover.

Unfortunately that one kitty commando destroyed my colony of eight people by themself.
Title: Re: [A16] Orassans
Post by: Diana Winters on December 21, 2016, 01:55:08 PM
Quote from: Love on December 21, 2016, 04:58:46 AM
I really liked the idea of this mod, but when I tried it out I didn't really like it.

The Storyteller picture looks fine in the thumbnail, but when you click it you get the same picture just overly stretched across the screen.

And the actual Orassan pawns themselves - I'm not against having cat people, quite the opposite, but the detail on their faces doesn't match the style of RimWorld pawns, too much shading and fine detail, and it makes them look really off.

If you're willing to make a replacement, I'll consider using it :p

Quote from: Ninjakitty66 on December 21, 2016, 09:12:58 AM
On another note, I think the Kitty LMG might be a little unbalanced. I had my kitty people attack one of the kitty caravans, about five people vs one. That one was a kitty with a lmg hiding behind a tree with five people shooting at her, she had only 4 shooting but hit every time even against the people in better cover.

Unfortunately that one kitty commando destroyed my colony of eight people by themself.

The LMG is a tweaked version of the heavy charge rifle used by the mechanoids; it's more accurate though. It more closely resembles real life imo ¯\_(ツ)_/¯
Title: Re: [A16] Orassans
Post by: Wendigo on December 21, 2016, 02:23:14 PM
Quote from: Ninjakitty66 on December 21, 2016, 09:12:58 AM
On another note, I think the Kitty LMG might be a little unbalanced. I had my kitty people attack one of the kitty caravans, about five people vs one. That one was a kitty with a lmg hiding behind a tree with five people shooting at her, she had only 4 shooting but hit every time even against the people in better cover.

Unfortunately that one kitty commando destroyed my colony of eight people by themself.
There's a couple reasons for that.  The biggest one is that the Orassan Exoskeletal Armor improves shooting accuracy by 125%.  Meaning it doubles accuracy with some change.  Even with Rimworld's odd accuracy curve, this means anyone with more then 2 shooting skill will start shooting like they have 20 skill, and bionics.

Secondly, the orassan LMG has accuracy at medium range comparable to the vanilla sniper rifle. (Slightly better, really, .9 for the LMG, .86 for the sniper rifle) Add that to the fact that it fires ten shots, giving the user ten sniper-level chances of getting a hit in...  You can probably see where this is going. 

Long story short, Orassans are going to tear apart anything you use unless you can somehow match their extremely powerful equipment, in a straight-up firefight.  It's less unbalancing when mixed in with other mods that add higher-tech equipment, but basically: Don't try to play fair, because they sure won't.  Mortars and IEDs are your friend, and properly leveraged melee can let you take them down without getting eaten alive by superior ranged weapons.

Good luck!  :D

Oh, and mind that new hostile-Orassan event, it looks pretty nasty on paper.
Title: Re: [A16] Orassans
Post by: Diana Winters on December 21, 2016, 02:27:27 PM
Quote from: Wendigo on December 21, 2016, 02:23:14 PM
Quote from: Ninjakitty66 on December 21, 2016, 09:12:58 AM
On another note, I think the Kitty LMG might be a little unbalanced. I had my kitty people attack one of the kitty caravans, about five people vs one. That one was a kitty with a lmg hiding behind a tree with five people shooting at her, she had only 4 shooting but hit every time even against the people in better cover.

Unfortunately that one kitty commando destroyed my colony of eight people by themself.
There's a couple reasons for that.  The biggest one is that the Orassan Exoskeletal Armor improves shooting accuracy by 125%.  Meaning it doubles accuracy with some change.  Even with Rimworld's odd accuracy curve, this means anyone with more then 2 shooting skill will start shooting like they have 20 skill, and bionics.

Secondly, the orassan LMG has accuracy at medium range comparable to the vanilla sniper rifle. (Slightly better, really, .9 for the LMG, .86 for the sniper rifle) Add that to the fact that it fires ten shots, giving the user ten sniper-level chances of getting a hit in...  You can probably see where this is going. 

Long story short, Orassans are going to tear apart anything you use unless you can somehow match their extremely powerful equipment, in a straight-up firefight.  It's less unbalancing when mixed in with other mods that add higher-tech equipment, but basically: Don't try to play fair, because they sure won't.  Mortars and IEDs are your friend, and properly leveraged melee can let you take them down without getting eaten alive by superior ranged weapons.

Good luck!  :D

Oh, and mind that new hostile-Orassan event, it looks pretty nasty on paper.

You need to take into account that they are a stellar empire (unlike you pesky humans!) and they need to protect their soldiers, as getting more there is a pain. Not to mention they just have better technology! But since people are using this mod, I am under the assumption that they are also using mods like Glittertech, so I need to keep it up to par. I'll consider nerfing the LMG, but remember that LMGs (especially once mounted!) are pretty accurate irl
Title: Re: [A16] Orassans
Post by: Diana Winters on December 21, 2016, 02:45:48 PM
CR patch updated to 16.1.CR
Title: Re: [A16] Orassans
Post by: Ninjakitty66 on December 21, 2016, 03:31:20 PM
Guess we better bow down to our kitty overlords, Egyptians foresaw this and started early in appeasing them.
Title: Re: [A16] Orassans
Post by: Etherdreamer on December 21, 2016, 04:21:06 PM
When I try to open Prepare carefully this pop up
http://imgur.com/a/9z1Zr
Title: Re: [A16] Orassans
Post by: Diana Winters on December 21, 2016, 04:44:20 PM
Quote from: Etherdreamer on December 21, 2016, 04:21:06 PM
When I try to open Prepare carefully this pop up
http://imgur.com/a/9z1Zr

Are you loading Orassans under Prepare Carefully?
Title: Re: [A16] Orassans
Post by: Etherdreamer on December 21, 2016, 04:55:07 PM
Tested loading it before and after Orassans, same result about not loading Apparel
Title: Re: [A16] Orassans
Post by: Darkmark8910 on December 21, 2016, 07:06:37 PM
So in non-A16 related news, can this mod be made compatible with Lord Fappington's mods?

His mods are old and broken, but damnit, I want to bang catgirls already!
Title: Re: [A16] Orassans
Post by: Diana Winters on December 22, 2016, 05:18:12 PM
Quote from: Darkmark8910 on December 21, 2016, 07:06:37 PM
So in non-A16 related news, can this mod be made compatible with Lord Fappington's mods?

His mods are old and broken, but damnit, I want to bang catgirls already!

The "catgirls" are already bangable
Title: Re: [A16] Orassans
Post by: Diana Winters on December 22, 2016, 06:41:54 PM
Update 3: More Orassan bases should spawn
Title: Re: [A16] Orassans
Post by: Kumai0214 on December 22, 2016, 07:02:37 PM
Considering that Expanded Prosthetics and Organ Engineering is updated to A16.. Will the compatibility patch still work? Or do we have to wait for an update on the patch.

Edit: I answered my own question and now I shall wait for an update on the patch.
Title: Re: [A16] Orassans
Post by: IHateRegistering on December 23, 2016, 03:37:37 AM
There seems to be a bug with this mod when you answer the call for help from a stranger that's being chased by enemy factions, I had one that appeared with a blank face, i.e. neither eyes nor brows. Dunno if this is a conflict or the game being confused about what it should spawn, maybe that pawn was supposed to be a kitty? Either way other pawns like traders or raiders do not have that problem and neither do the pawns that appeared via 'wanderer joins' or 'escape pods' events, at least not until now.
Title: Re: [A16] Orassans
Post by: Wolvan on December 23, 2016, 04:08:03 AM
Quote from: Diana Winters on December 21, 2016, 02:45:48 PM
CR patch updated to 16.1.CR

The Orassans don't have the inventory system added in CR for me, and as such can't pick up ammo or have any additional weapons on them.
Title: Re: [A16] Orassans
Post by: Diana Winters on December 23, 2016, 04:23:30 AM
Quote from: Wolvan on December 23, 2016, 04:08:03 AM
Quote from: Diana Winters on December 21, 2016, 02:45:48 PM
CR patch updated to 16.1.CR

The Orassans don't have the inventory system added in CR for me, and as such can't pick up ammo or have any additional weapons on them.

Whoopsies! That's been fixed. Please make sure you are using 16.3.hf! If you are using the steam version, it should be downloaded automatically!

Quote from: Kumai0214 on December 22, 2016, 07:02:37 PM
Considering that Expanded Prosthetics and Organ Engineering is updated to A16.. Will the compatibility patch still work? Or do we have to wait for an update on the patch.

Edit: I answered my own question and now I shall wait for an update on the patch.

The EPOE patch is now updated! [16.1.Ehf]
Title: Re: [A16] Orassans
Post by: Wolvan on December 23, 2016, 04:32:51 AM
Quote from: Diana Winters on December 23, 2016, 04:23:30 AM
Quote from: Wolvan on December 23, 2016, 04:08:03 AM
Quote from: Diana Winters on December 21, 2016, 02:45:48 PM
CR patch updated to 16.1.CR

The Orassans don't have the inventory system added in CR for me, and as such can't pick up ammo or have any additional weapons on them.

Whoopsies! That's been fixed. Please make sure you are using 16.3.hf! If you are using the steam version, it should be downloaded automatically!

Quote from: Kumai0214 on December 22, 2016, 07:02:37 PM
Considering that Expanded Prosthetics and Organ Engineering is updated to A16.. Will the compatibility patch still work? Or do we have to wait for an update on the patch.

Edit: I answered my own question and now I shall wait for an update on the patch.

The EPOE patch is now updated! [16.1.Ehf]

That was pretty quick, thank you!
Title: Re: [A16] Orassans
Post by: Diana Winters on December 25, 2016, 05:00:30 PM
Quote from: Wolvan on December 23, 2016, 04:32:51 AM
<snip>
No problem c:
Title: Re: [A16] Orassans
Post by: doll32 on December 25, 2016, 06:21:56 PM
do orassans appear with the "wanderer joins" and that one other event where the colonist is running from raiders and you can save?
Title: Re: [A16] Orassans
Post by: Diana Winters on December 25, 2016, 11:35:59 PM
Quote from: doll32 on December 25, 2016, 06:21:56 PM
do orassans appear with the "wanderer joins" and that one other event where the colonist is running from raiders and you can save?

I do not believe so, but I could be mistaken.
Also:
Update 4: Misc Bug Fixes
Title: Re: [A16] Orassans
Post by: BubbleCat on December 26, 2016, 05:32:29 AM
Hello!
Thank you so much for you mod! Its great and provide much fun =)
But.. is there any way to get small patch(a16) for cats with human face(not furry one)?
Title: Re: [A16] Orassans
Post by: Diana Winters on December 26, 2016, 04:04:06 PM
Quote from: BubbleCat on December 26, 2016, 05:32:29 AM
Hello!
Thank you so much for you mod! Its great and provide much fun =)
But.. is there any way to get small patch(a16) for cats with human face(not furry one)?

Since the appearance is mostly handled via XML, you should be able to figure it out yourself. HOWEVER. The easiest way to do it is to replace the head and hair textures with human heads and the old neko hairstyles, then tweak a bit of XML so they have normal skin color generation.
Title: Re: [A16] Orassans
Post by: Canute on December 28, 2016, 09:36:09 AM
Quote from: Diana Winters on December 25, 2016, 11:35:59 PM
Quote from: doll32 on December 25, 2016, 06:21:56 PM
do orassans appear with the "wanderer joins" and that one other event where the colonist is running from raiders and you can save?

I do not believe so, but I could be mistaken.
I don't think so too, i got many escape pod's and fleeing people so far, but never an Orassan so far.

I think that is something you should work ! Would be nice when Escape pod's, wanderer or fleeing people could be other races too.
Title: Re: [A16] Orassans
Post by: faltonico on December 28, 2016, 12:06:50 PM
Hello!
I'm getting a couple errors when using the cryogenic launcher. Only your mod is installed, latest A16 version.
One of the errors makes projectiles disappear before they land.

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Diana Winters on December 28, 2016, 11:55:16 PM

Update 5: More Bug Fixes
Title: Re: [A16] Orassans
Post by: IHateRegistering on December 29, 2016, 02:17:13 AM
New update seems to have broken the brittle compability with Prepare Carefully further, now females can be generated with male heads and vice versa and the hair selection is randomized if you use PC to edit anything. Before the update, skin color and hair color were randomized, but the hair selection itself carried over from PC to the game start.

edit: The pawns that use the wrong heads for their gender also use the hair selection of that head, which means that males generated with female heads will use the female hair selection. The same for females.
Title: Re: [A16] Orassans
Post by: Canute on December 31, 2016, 08:02:34 PM
I think you should decrease the value of orassan fur, they are 3x the price of thrumbofur.
Title: Re: [A16] Orassans
Post by: Owlchemist on December 31, 2016, 10:04:29 PM
Quote from: Canute on December 28, 2016, 09:36:09 AM
Quote from: Diana Winters on December 25, 2016, 11:35:59 PM
Quote from: doll32 on December 25, 2016, 06:21:56 PM
do orassans appear with the "wanderer joins" and that one other event where the colonist is running from raiders and you can save?

I do not believe so, but I could be mistaken.
I don't think so too, i got many escape pod's and fleeing people so far, but never an Orassan so far.

I think that is something you should work ! Would be nice when Escape pod's, wanderer or fleeing people could be other races too.

Poked my head into this thread because I was wondering this too. I don't want to start with Orassans, but I'd like to see one potentially join the colony at some point.
Title: Re: [A16] Orassans
Post by: Canute on January 01, 2017, 04:21:47 AM
Currently without hospitality mod, the only way to increase your Orassan population is to capture them.
And for this you need to made the other orassan faction hostile, and believe me, you don't laught when their spaceship at orbit drop their waste over your colony (orbital strike).
Then you want peace with them again.

Title: Re: [A16] Orassans
Post by: JaxelT on January 01, 2017, 04:26:19 AM
I would assume that they appear as slaves from orbital traders as well.
Title: Re: [A16] Orassans
Post by: Canute on January 01, 2017, 05:44:22 AM
Me too,
but never saw any so far, just humans no other races.
Title: Re: [A16] Orassans
Post by: Owlchemist on January 01, 2017, 06:10:22 AM
Quote from: Canute on January 01, 2017, 04:21:47 AM
Currently without hospitality mod, the only way to increase your Orassan population is to capture them.
And for this you need to made the other orassan faction hostile, and believe me, you don't laught when their spaceship at orbit drop their waste over your colony (orbital strike).
Then you want peace with them again.

Long as you get to keep the cat in the end, it all works out!  ;D
Title: Re: [A16] Orassans
Post by: asquirrel on January 01, 2017, 03:00:59 PM
These guys came as reinforcements for me during a raid and they helped me kick some raider butt.  These guys don't drink milk from saucers.
Title: Re: [A16] Orassans
Post by: darkrage000 on January 01, 2017, 06:07:25 PM
i cant store weapons and armor by their own names. i can only store them if i set just LMG or Rifle, etc. 
using Orassan LMG as a storage allowance and forbid LMG it just says theres no place to store it
if i forbid Orassan LMG and allow generic LMG it still stores it.
Title: Re: [A16] Orassans
Post by: MarcTheMerc on January 02, 2017, 12:07:07 PM
Quote from: FridayBiology on December 15, 2016, 09:36:45 AM
Quote from: mraadx on December 15, 2016, 04:00:27 AM
seems like the orassans enclave doesn't have any settlements in the new a16 world. will there be a new addition to the mod regarding the base design of orassan in the future? that would be great!

You can spawn them in as a known faction if you really want them however, be prepared as Orassan are of a greater technological level then even the Blood Talons Mercenaries (of the Talons mod)

I saw that and take it as a challenge.
Title: Re: [A16] Orassans
Post by: Diana Winters on January 02, 2017, 11:33:59 PM
Update 6: You ~should~ be able to get Orassan wanderers n' the like
Title: Re: [A16] Orassans
Post by: Smexy_Vampire on January 03, 2017, 06:21:29 AM
hay Diana do you watch cat planet cuties ? cartoon i think you should make a rivel dog race >:D
Title: Re: [A16] Orassans
Post by: Diana Winters on January 03, 2017, 10:51:46 AM
Quote from: Smexy_Vampire on January 03, 2017, 06:21:29 AM
hay Diana do you watch cat planet cuties ? cartoon i think you should make a rivel dog race >:D
Nope. I have stated on occasion that I shall not be making a rival dog race
Title: Re: [A16] Orassans
Post by: Der Failer on January 03, 2017, 03:44:06 PM
Just had my first look at this mod (and i'm loving it already), but I've noticed that the CR patch needs a little update.
https://gist.github.com/HugsLibRecordKeeper/ac9897ac203b9f9072e90985ef77198b
Luckily it's not a big deal, just "ArtilleryShell" are now called "MortarShell" (Fix it for my self already).
Title: Re: [A16] Orassans
Post by: Diana Winters on January 04, 2017, 04:20:13 PM
Quote from: Der Failer on January 03, 2017, 03:44:06 PM
Just had my first look at this mod (and i'm loving it already), but I've noticed that the CR patch needs a little update.
https://gist.github.com/HugsLibRecordKeeper/ac9897ac203b9f9072e90985ef77198b
Luckily it's not a big deal, just "ArtilleryShell" are now called "MortarShell" (Fix it for my self already).

fixed
Title: Re: [A16] Orassans
Post by: Canute on January 04, 2017, 06:09:43 PM
Diana, your signature orassan looks soo sad, did her lover run away or does she run out of pirates to kill ? :-)
Title: Re: [A16] Orassans
Post by: Diana Winters on January 04, 2017, 06:45:50 PM
Quote from: Canute on January 04, 2017, 06:09:43 PM
Diana, your signature orassan looks soo sad, did her lover run away or does she run out of pirates to kill ? :-)
She has the trait "nervous" and the hediff "anxiety (extreme)" (added by Psychology)
.
.
.
She also ran out of ingredients to make lavish meals
Title: Re: [A16] Orassans
Post by: Diana Winters on January 07, 2017, 09:33:51 AM

Update 7: Compatability fixes
Title: Re: [A16] Orassans
Post by: XimalX on January 09, 2017, 10:12:30 AM
Is it compactible with PrepareCarefully ?
Edit: Mod bugging and i have only 20 bulk with backpack on CR(humans also have this problem)
Title: Re: [A16] Orassans
Post by: Diana Winters on January 09, 2017, 11:13:32 PM
Quote from: XimalX on January 09, 2017, 10:12:30 AM
Is it compactible with PrepareCarefully ?
Edit: Mod bugging and i have only 20 bulk with backpack on CR(humans also have this problem)

Eh... Sorta...

Also, that should be fixed now (16.4.CR)
Title: Re: [A16] Orassans
Post by: minakurafto on January 10, 2017, 08:39:20 AM
how to play it with other race mod?
with CR patch cyro launcher sometime not exploding when shot
some weapon have too long warmup time (CR patch)
Title: Re: [A16] Orassans
Post by: Canute on January 10, 2017, 09:21:24 AM
That happen without CR too. It is a way to powerdown that overpowered weapon. If the proj. allways explode 1 pawn can stop a whole tribe raid.
Title: Re: [A16] Orassans
Post by: faltonico on January 10, 2017, 11:13:26 AM
Hello Diana!
When using your mod with Asari of the Rims, i get spammed with errors like:
"xxxx already has short hash." for what seems to be both Orassan an Asari backstory types, Is that error harmless? it seems so far, but i don't want to have surprises up ahead with the colony.
Thanks a lot for your help!.

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Diana Winters on January 10, 2017, 04:37:01 PM
Quote from: Canute on January 10, 2017, 09:21:24 AM
That happen without CR too. It is a way to powerdown that overpowered weapon. If the proj. allways explode 1 pawn can stop a whole tribe raid.
Yeah... that's totally intentional...
Title: Re: [A16] Orassans
Post by: sirgzu on January 10, 2017, 04:42:09 PM
1kg catnip joint... them cats don't mess about  8)

Not very convenient for your average trader Joe mind you...
Title: Re: [A16] Orassans
Post by: Diana Winters on January 10, 2017, 06:22:56 PM
Quote from: sirgzu on January 10, 2017, 04:42:09 PM
1kg catnip joint... them cats don't mess about  8)

Not very convenient for your average trader Joe mind you...
Whoopsies! Fixed
Also...

Update 8: Added Shield Generator and Bombardment Beacons. Now REQUIRES Alien Framework
Title: Re: [A16] Orassans
Post by: JulianSkies on January 11, 2017, 05:52:11 PM
Okay so apparently i'm getting some weird bug with the recent update? It's giving me a giant-ass error chain and I can only figure it comes from this mod:

Found no usable data when trying to get defs from file BackstoryDef.xml

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.PawnKindDef_StartingColonist from node <PawnKindDef Class="AlienRace.PawnKindDef_StartingColonist" Abstract="True"><race>Alien_Orassan</race><combatPower>40</combatPower><baseRecruitDifficulty>0.70</baseRecruitDifficulty><isFighter>false</isFighter><apparelIgnoreSeasons>true</apparelIgnoreSeasons><forceNormalGearQuality>true</forceNormalGearQuality><defName>Orassan</defName><label>colonist</label><defaultFactionType>PlayerColony</defaultFactionType><backstoryCategory>Orassan</backstoryCategory><apparelTags><li>Spacer</li></apparelTags><apparelMoney><min>1000</min><max>2400</max></apparelMoney><backstoryCryptosleepCommonality>1</backstoryCryptosleepCommonality><IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf></PawnKindDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf> doesn't correspond to any field in type PawnKindDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Type,Verse.InspectTabBase].TryGetValue (System.Type key, Verse.InspectTabBase& value) [0x00000] in <filename unknown>:0
  at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.ThingDef_AlienRace from node <ThingDef Class="AlienRace.ThingDef_AlienRace" Abstract="True"><thingClass>AlienRace.AlienPawn</thingClass><category>Pawn</category><selectable>true</selectable><tickerType>Normal</tickerType><altitudeLayer>Pawn</altitudeLayer><useHitPoints>false</useHitPoints><hasTooltip>true</hasTooltip><soundImpactDefault>BulletImpactFlesh</soundImpactDefault><statBases><Mass>70</Mass><MarketValue>1900</MarketValue><MoveSpeed>6</MoveSpeed><Flammability>1.0</Flammability><ComfyTemperatureMin>-60</ComfyTemperatureMin><ComfyTemperatureMax>26</ComfyTemperatureMax><LeatherAmount>20</LeatherAmount></statBases><inspectorTabs><li>ITab_Pawn_Health</li><li>ITab_Pawn_Needs</li><li>ITab_Pawn_Character</li><li>ITab_Pawn_Training</li><li>ITab_Pawn_Gear</li><li>ITab_Pawn_Guest</li><li>ITab_Pawn_Prisoner</li><li>ITab_Pawn_Social</li></inspectorTabs><comps><li><compClass>CompAttachBase</compClass></li><li><compClass>Diana_Tails.Diana_TailDrawerModded</compClass></li></comps><drawGUIOverlay>true</drawGUIOverlay><defName>Alien_Orassan</defName><label>orassan</label><description>A baseline orassan, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Orassia planets. A humanoid feline race.</description><NakedBodyGraphicLocation /><NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation><DesiccatedGraphicLocation /><CustomGenderDistribution>true</CustomGenderDistribution><MaleGenderProbability>0.3</MaleGenderProbability><PawnsSpecificBackstories>true</PawnsSpecificBackstories><HasHair>Custom</HasHair><GetsGreyAt>60</GetsGreyAt><CustomSkinColors>true</CustomSkinColors><Headless>false</Headless><alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator><alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen><!--<uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>--><verbs><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.6</defaultCooldownTime><meleeDamageBaseAmount>14</meleeDamageBaseAmount><meleeDamageDef>Bite</meleeDamageDef><linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup><surpriseAttack><extraMeleeDamages><li><def>Stun</def><amount>20</amount></li></extraMeleeDamages></surpriseAttack></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup></li></verbs><race><thinkTreeMain>Humanlike</thinkTreeMain><thinkTreeConstant>HumanlikeConstant</thinkTreeConstant><intelligence>Humanlike</intelligence><makesFootprints>true</makesFootprints><lifeExpectancy>80</lifeExpectancy><leatherColor>(235,235,235)</leatherColor><leatherCommonalityFactor>0.01</leatherCommonalityFactor><leatherInsulation>2</leatherInsulation><leatherLabel>orassan fur</leatherLabel><leatherMarketValueFactor>25</leatherMarketValueFactor><nameCategory>HumanStandard</nameCategory><body>Orassan</body><baseBodySize>.8</baseBodySize><baseHealthScale>.9</baseHealthScale><foodType>OmnivoreHuman</foodType><lifeStageAges><li><def>HumanlikeBaby</def><minAge>0</minAge></li><li><def>HumanlikeToddler</def><minAge>1.2</minAge></li><li><def>HumanlikeChild</def><minAge>4</minAge></li><li><def>HumanlikeTeenager</def><minAge>13</minAge></li><li><def>HumanlikeAdult</def><minAge>18</minAge></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss><specialshadowData><volume>(0.3, 0.8, 0.4)</volume><offset>(0,0,-0.3)</offset></specialshadowData><ageGenerationCurve><points><li>(14,0)</li><li>(16,100)</li><li>(50,100)</li><li>(60,30)</li><li>(70,18)</li><li>(80,10)</li><li>(90,3)</li><li>(100,0)</li></points></ageGenerationCurve><hediffGiverSets><li>OrganicStandard</li></hediffGiverSets></race><recipes><li>InstallPowerClaw</li><li>InstallScytherBlade</li><li>InstallBionicEye</li><li>InstallBionicArm</li><li>InstallBionicLeg</li><li>InstallSimpleProstheticArm</li><li>InstallSimpleProstheticLeg</li><li>InstallPegLeg</li><li>InstallDenture</li><li>InstallJoywire</li><li>InstallPainstopper</li><li>InstallNaturalHeart</li><li>InstallNaturalLung</li><li>InstallNaturalKidney</li><li>InstallNaturalLiver</li><li>ExciseCarcinoma</li><li>InstallOrassanTail</li><li>InstallBionicTail</li><li>InstallClothTail</li><li>InstallPlasteelClaws</li><li>RemoveBodyPart</li><li>Euthanize</li></recipes></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.AlienPawn

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedBodyGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <DesiccatedGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomGenderDistribution>true</CustomGenderDistribution> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <MaleGenderProbability>0.3</MaleGenderProbability> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <PawnsSpecificBackstories>true</PawnsSpecificBackstories> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <HasHair>Custom</HasHair> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <GetsGreyAt>60</GetsGreyAt> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomSkinColors>true</CustomSkinColors> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <Headless>false</Headless> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


Would this be helpful? The full log dump is here: https://gist.github.com/HugsLibRecordKeeper/d31bc849576718267fca19ee36572e90
Title: Re: [A16] Orassans
Post by: Arigitine on January 11, 2017, 06:23:25 PM
I tried to update to new version and I got same errors had to reinstall old version
Title: Re: [A16] Orassans
Post by: Grishnerf on January 11, 2017, 06:25:26 PM
cause orassans needs this mode here now to work.
(Humanoid Alien Framework)
https://ludeon.com/forums/index.php?topic=29353.0
Title: Re: [A16] Orassans
Post by: Der Failer on January 11, 2017, 06:26:38 PM
Quote from: JulianSkies on January 11, 2017, 05:52:11 PM
Okay so apparently i'm getting some weird bug with the recent update? It's giving me a giant-ass error chain and I can only figure it comes from this mod:

Found no usable data when trying to get defs from file BackstoryDef.xml

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.PawnKindDef_StartingColonist from node <PawnKindDef Class="AlienRace.PawnKindDef_StartingColonist" Abstract="True"><race>Alien_Orassan</race><combatPower>40</combatPower><baseRecruitDifficulty>0.70</baseRecruitDifficulty><isFighter>false</isFighter><apparelIgnoreSeasons>true</apparelIgnoreSeasons><forceNormalGearQuality>true</forceNormalGearQuality><defName>Orassan</defName><label>colonist</label><defaultFactionType>PlayerColony</defaultFactionType><backstoryCategory>Orassan</backstoryCategory><apparelTags><li>Spacer</li></apparelTags><apparelMoney><min>1000</min><max>2400</max></apparelMoney><backstoryCryptosleepCommonality>1</backstoryCryptosleepCommonality><IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf></PawnKindDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf> doesn't correspond to any field in type PawnKindDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Type,Verse.InspectTabBase].TryGetValue (System.Type key, Verse.InspectTabBase& value) [0x00000] in <filename unknown>:0
  at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.ThingDef_AlienRace from node <ThingDef Class="AlienRace.ThingDef_AlienRace" Abstract="True"><thingClass>AlienRace.AlienPawn</thingClass><category>Pawn</category><selectable>true</selectable><tickerType>Normal</tickerType><altitudeLayer>Pawn</altitudeLayer><useHitPoints>false</useHitPoints><hasTooltip>true</hasTooltip><soundImpactDefault>BulletImpactFlesh</soundImpactDefault><statBases><Mass>70</Mass><MarketValue>1900</MarketValue><MoveSpeed>6</MoveSpeed><Flammability>1.0</Flammability><ComfyTemperatureMin>-60</ComfyTemperatureMin><ComfyTemperatureMax>26</ComfyTemperatureMax><LeatherAmount>20</LeatherAmount></statBases><inspectorTabs><li>ITab_Pawn_Health</li><li>ITab_Pawn_Needs</li><li>ITab_Pawn_Character</li><li>ITab_Pawn_Training</li><li>ITab_Pawn_Gear</li><li>ITab_Pawn_Guest</li><li>ITab_Pawn_Prisoner</li><li>ITab_Pawn_Social</li></inspectorTabs><comps><li><compClass>CompAttachBase</compClass></li><li><compClass>Diana_Tails.Diana_TailDrawerModded</compClass></li></comps><drawGUIOverlay>true</drawGUIOverlay><defName>Alien_Orassan</defName><label>orassan</label><description>A baseline orassan, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Orassia planets. A humanoid feline race.</description><NakedBodyGraphicLocation /><NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation><DesiccatedGraphicLocation /><CustomGenderDistribution>true</CustomGenderDistribution><MaleGenderProbability>0.3</MaleGenderProbability><PawnsSpecificBackstories>true</PawnsSpecificBackstories><HasHair>Custom</HasHair><GetsGreyAt>60</GetsGreyAt><CustomSkinColors>true</CustomSkinColors><Headless>false</Headless><alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator><alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen><!--<uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>--><verbs><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.6</defaultCooldownTime><meleeDamageBaseAmount>14</meleeDamageBaseAmount><meleeDamageDef>Bite</meleeDamageDef><linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup><surpriseAttack><extraMeleeDamages><li><def>Stun</def><amount>20</amount></li></extraMeleeDamages></surpriseAttack></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup></li></verbs><race><thinkTreeMain>Humanlike</thinkTreeMain><thinkTreeConstant>HumanlikeConstant</thinkTreeConstant><intelligence>Humanlike</intelligence><makesFootprints>true</makesFootprints><lifeExpectancy>80</lifeExpectancy><leatherColor>(235,235,235)</leatherColor><leatherCommonalityFactor>0.01</leatherCommonalityFactor><leatherInsulation>2</leatherInsulation><leatherLabel>orassan fur</leatherLabel><leatherMarketValueFactor>25</leatherMarketValueFactor><nameCategory>HumanStandard</nameCategory><body>Orassan</body><baseBodySize>.8</baseBodySize><baseHealthScale>.9</baseHealthScale><foodType>OmnivoreHuman</foodType><lifeStageAges><li><def>HumanlikeBaby</def><minAge>0</minAge></li><li><def>HumanlikeToddler</def><minAge>1.2</minAge></li><li><def>HumanlikeChild</def><minAge>4</minAge></li><li><def>HumanlikeTeenager</def><minAge>13</minAge></li><li><def>HumanlikeAdult</def><minAge>18</minAge></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss><specialshadowData><volume>(0.3, 0.8, 0.4)</volume><offset>(0,0,-0.3)</offset></specialshadowData><ageGenerationCurve><points><li>(14,0)</li><li>(16,100)</li><li>(50,100)</li><li>(60,30)</li><li>(70,18)</li><li>(80,10)</li><li>(90,3)</li><li>(100,0)</li></points></ageGenerationCurve><hediffGiverSets><li>OrganicStandard</li></hediffGiverSets></race><recipes><li>InstallPowerClaw</li><li>InstallScytherBlade</li><li>InstallBionicEye</li><li>InstallBionicArm</li><li>InstallBionicLeg</li><li>InstallSimpleProstheticArm</li><li>InstallSimpleProstheticLeg</li><li>InstallPegLeg</li><li>InstallDenture</li><li>InstallJoywire</li><li>InstallPainstopper</li><li>InstallNaturalHeart</li><li>InstallNaturalLung</li><li>InstallNaturalKidney</li><li>InstallNaturalLiver</li><li>ExciseCarcinoma</li><li>InstallOrassanTail</li><li>InstallBionicTail</li><li>InstallClothTail</li><li>InstallPlasteelClaws</li><li>RemoveBodyPart</li><li>Euthanize</li></recipes></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.AlienPawn

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedBodyGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <DesiccatedGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomGenderDistribution>true</CustomGenderDistribution> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <MaleGenderProbability>0.3</MaleGenderProbability> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <PawnsSpecificBackstories>true</PawnsSpecificBackstories> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <HasHair>Custom</HasHair> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <GetsGreyAt>60</GetsGreyAt> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomSkinColors>true</CustomSkinColors> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <Headless>false</Headless> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


Would this be helpful? The full log dump is here: https://gist.github.com/HugsLibRecordKeeper/d31bc849576718267fca19ee36572e90
You're missing the now required Humanoid Alien Framework (https://ludeon.com/forums/index.php?topic=29353.0) (see lastest changelog).

@Diana Winters the OP seems to miss this information.
Title: Re: [A16] Orassans
Post by: JulianSkies on January 11, 2017, 07:38:24 PM
Quote from: Der Failer on January 11, 2017, 06:26:38 PM
Quote from: JulianSkies on January 11, 2017, 05:52:11 PM
Okay so apparently i'm getting some weird bug with the recent update? It's giving me a giant-ass error chain and I can only figure it comes from this mod:

Found no usable data when trying to get defs from file BackstoryDef.xml

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.PawnKindDef_StartingColonist from node <PawnKindDef Class="AlienRace.PawnKindDef_StartingColonist" Abstract="True"><race>Alien_Orassan</race><combatPower>40</combatPower><baseRecruitDifficulty>0.70</baseRecruitDifficulty><isFighter>false</isFighter><apparelIgnoreSeasons>true</apparelIgnoreSeasons><forceNormalGearQuality>true</forceNormalGearQuality><defName>Orassan</defName><label>colonist</label><defaultFactionType>PlayerColony</defaultFactionType><backstoryCategory>Orassan</backstoryCategory><apparelTags><li>Spacer</li></apparelTags><apparelMoney><min>1000</min><max>2400</max></apparelMoney><backstoryCryptosleepCommonality>1</backstoryCryptosleepCommonality><IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf></PawnKindDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <IsPossibleStartingColonistOf><li><factionDef>PlayerColony</factionDef><ProportionOfBasicMember>1</ProportionOfBasicMember></li></IsPossibleStartingColonistOf> doesn't correspond to any field in type PawnKindDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.ModInitializer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Type,Verse.InspectTabBase].TryGetValue (System.Type key, Verse.InspectTabBase& value) [0x00000] in <filename unknown>:0
  at Verse.InspectTabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find type named AlienRace.ThingDef_AlienRace from node <ThingDef Class="AlienRace.ThingDef_AlienRace" Abstract="True"><thingClass>AlienRace.AlienPawn</thingClass><category>Pawn</category><selectable>true</selectable><tickerType>Normal</tickerType><altitudeLayer>Pawn</altitudeLayer><useHitPoints>false</useHitPoints><hasTooltip>true</hasTooltip><soundImpactDefault>BulletImpactFlesh</soundImpactDefault><statBases><Mass>70</Mass><MarketValue>1900</MarketValue><MoveSpeed>6</MoveSpeed><Flammability>1.0</Flammability><ComfyTemperatureMin>-60</ComfyTemperatureMin><ComfyTemperatureMax>26</ComfyTemperatureMax><LeatherAmount>20</LeatherAmount></statBases><inspectorTabs><li>ITab_Pawn_Health</li><li>ITab_Pawn_Needs</li><li>ITab_Pawn_Character</li><li>ITab_Pawn_Training</li><li>ITab_Pawn_Gear</li><li>ITab_Pawn_Guest</li><li>ITab_Pawn_Prisoner</li><li>ITab_Pawn_Social</li></inspectorTabs><comps><li><compClass>CompAttachBase</compClass></li><li><compClass>Diana_Tails.Diana_TailDrawerModded</compClass></li></comps><drawGUIOverlay>true</drawGUIOverlay><defName>Alien_Orassan</defName><label>orassan</label><description>A baseline orassan, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Orassia planets. A humanoid feline race.</description><NakedBodyGraphicLocation /><NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation><DesiccatedGraphicLocation /><CustomGenderDistribution>true</CustomGenderDistribution><MaleGenderProbability>0.3</MaleGenderProbability><PawnsSpecificBackstories>true</PawnsSpecificBackstories><HasHair>Custom</HasHair><GetsGreyAt>60</GetsGreyAt><CustomSkinColors>true</CustomSkinColors><Headless>false</Headless><alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator><alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen><!--<uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>--><verbs><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.6</defaultCooldownTime><meleeDamageBaseAmount>14</meleeDamageBaseAmount><meleeDamageDef>Bite</meleeDamageDef><linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup><surpriseAttack><extraMeleeDamages><li><def>Stun</def><amount>20</amount></li></extraMeleeDamages></surpriseAttack></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup></li><li><verbClass>Verb_MeleeAttack</verbClass><defaultCooldownTime>1.5</defaultCooldownTime><meleeDamageBaseAmount>10</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup></li></verbs><race><thinkTreeMain>Humanlike</thinkTreeMain><thinkTreeConstant>HumanlikeConstant</thinkTreeConstant><intelligence>Humanlike</intelligence><makesFootprints>true</makesFootprints><lifeExpectancy>80</lifeExpectancy><leatherColor>(235,235,235)</leatherColor><leatherCommonalityFactor>0.01</leatherCommonalityFactor><leatherInsulation>2</leatherInsulation><leatherLabel>orassan fur</leatherLabel><leatherMarketValueFactor>25</leatherMarketValueFactor><nameCategory>HumanStandard</nameCategory><body>Orassan</body><baseBodySize>.8</baseBodySize><baseHealthScale>.9</baseHealthScale><foodType>OmnivoreHuman</foodType><lifeStageAges><li><def>HumanlikeBaby</def><minAge>0</minAge></li><li><def>HumanlikeToddler</def><minAge>1.2</minAge></li><li><def>HumanlikeChild</def><minAge>4</minAge></li><li><def>HumanlikeTeenager</def><minAge>13</minAge></li><li><def>HumanlikeAdult</def><minAge>18</minAge></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss><specialshadowData><volume>(0.3, 0.8, 0.4)</volume><offset>(0,0,-0.3)</offset></specialshadowData><ageGenerationCurve><points><li>(14,0)</li><li>(16,100)</li><li>(50,100)</li><li>(60,30)</li><li>(70,18)</li><li>(80,10)</li><li>(90,3)</li><li>(100,0)</li></points></ageGenerationCurve><hediffGiverSets><li>OrganicStandard</li></hediffGiverSets></race><recipes><li>InstallPowerClaw</li><li>InstallScytherBlade</li><li>InstallBionicEye</li><li>InstallBionicArm</li><li>InstallBionicLeg</li><li>InstallSimpleProstheticArm</li><li>InstallSimpleProstheticLeg</li><li>InstallPegLeg</li><li>InstallDenture</li><li>InstallJoywire</li><li>InstallPainstopper</li><li>InstallNaturalHeart</li><li>InstallNaturalLung</li><li>InstallNaturalKidney</li><li>InstallNaturalLiver</li><li>ExciseCarcinoma</li><li>InstallOrassanTail</li><li>InstallBionicTail</li><li>InstallClothTail</li><li>InstallPlasteelClaws</li><li>RemoveBodyPart</li><li>Euthanize</li></recipes></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not find a type named AlienRace.AlienPawn

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedBodyGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <DesiccatedGraphicLocation /> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomGenderDistribution>true</CustomGenderDistribution> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <MaleGenderProbability>0.3</MaleGenderProbability> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <PawnsSpecificBackstories>true</PawnsSpecificBackstories> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <HasHair>Custom</HasHair> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <GetsGreyAt>60</GetsGreyAt> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <CustomSkinColors>true</CustomSkinColors> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <Headless>false</Headless> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienpartgenerator><aliencrowntypes><li>Average_Normal</li></aliencrowntypes></alienpartgenerator> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <alienskincolorgen Class="ColorGenerator_Options"><options><li><weight>10</weight><only>RGBA(1.0,1.0,1.0,1)</only></li><li><weight>10</weight><only>RGBA(0.5,0.5,0.5,1)</only></li><li><weight>10</weight><only>RGBA(0.3,0.3,0.3,1)</only></li><li><weight>5</weight><only>RGBA(0.7,0.6,0.6,1)</only></li><li><weight>5</weight><only>RGBA(0.5,0.3,0.0,1)</only></li></options></alienskincolorgen> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


Would this be helpful? The full log dump is here: https://gist.github.com/HugsLibRecordKeeper/d31bc849576718267fca19ee36572e90
You're missing the now required Humanoid Alien Framework (https://ludeon.com/forums/index.php?topic=29353.0) (see lastest changelog).

@Diana Winters the OP seems to miss this information.

Oh, I see. Alright, thank you for the information, I saw neither here nor in the other mod that one needed both to run (despite the fact I already had that one somewhere around here) thank you kindly.
Title: Re: [A16] Orassans
Post by: Napple on January 11, 2017, 07:49:04 PM
Will there be a patch for the epoe hardcore version?
Title: Re: [A16] Orassans
Post by: Teratles on January 12, 2017, 11:47:59 AM
I have a problem with your mod. The cats want do anythink without comand. After every action i get this info in the logs:

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.RightTools.EquipRigthTool (Verse.Pawn pawn, RimWorld.StatDef def) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Only the cats have the problems. Humens work as intent.
Title: Re: [A16] Orassans
Post by: drakemasta on January 12, 2017, 04:47:57 PM
any chances of working with the "asari of the rim" mod creator or "crystalloid" mod creator to make a full alien mod containing multiple alien races without getting any short hash errors?
Title: Re: [A16] Orassans
Post by: Diana Winters on January 12, 2017, 08:09:21 PM
Quote from: drakemasta on January 12, 2017, 04:47:57 PM
any chances of working with the "asari of the rim" mod creator or "crystalloid" mod creator to make a full alien mod containing multiple alien races without getting any short hash errors?

The most recent update making the mod rely on Alien Framework being installed separately should alleviate that issue
Title: Re: [A16] Orassans
Post by: lllMWNlll on January 13, 2017, 11:20:45 AM
Hey!

I'm testing a lot of mods. I just add yours and RimEffect Asari Mod.

Both together, one at time
Gives error:
"Short Hash"

I sended a PScreen for you. And also do RimEffect modder.

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Der Failer on January 13, 2017, 03:02:17 PM
Just noticed that your shield generator suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.
Title: Re: [A16] Orassans
Post by: wickerworks on January 14, 2017, 02:03:09 AM
I don't know if it's just me, but it seems the game keeps spawning female Orassans with very masculine names (Richard, Pete, etc.) I haven't encountered that with female humans yet.
Title: Re: [A16] Orassans
Post by: Diana Winters on January 14, 2017, 12:13:01 PM
Quote from: wickerworks on January 14, 2017, 02:03:09 AM
I don't know if it's just me, but it seems the game keeps spawning female Orassans with very masculine names (Richard, Pete, etc.) I haven't encountered that with female humans yet.
That's likely due to the custom gender ratio set with Alien Framework
Title: Re: [A16] Orassans
Post by: Wolvan on January 14, 2017, 02:11:38 PM
Whenever I try to use the Orassans and Prepare Carefully together, I get the error shown in the attached screenshot, and all my Orassans spawn in with random hairs rather than those I have selected.

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Diana Winters on January 15, 2017, 08:08:50 PM

Update 9: Added new building that supplies power proportionally to your relationship with Orassan Enclaves
Title: Re: [A16] Orassans
Post by: ChromeMax on January 17, 2017, 09:22:08 AM
Just purchased one of these power links for about 14k silver. Could you elaborate on how these work? I have 2 known orassan enclaves in my world, but one is -29 in relations and one is +45. Does the power link add together the relation levels or does it select just one of the orassan enclaves? Just wanted to know so I could start to build relations with the Orassans.
Title: Re: [A16] Orassans
Post by: Diana Winters on January 17, 2017, 12:43:42 PM
Quote from: ChromeMax on January 17, 2017, 09:22:08 AM
Just purchased one of these power links for about 14k silver. Could you elaborate on how these work? I have 2 known orassan enclaves in my world, but one is -29 in relations and one is +45. Does the power link add together the relation levels or does it select just one of the orassan enclaves? Just wanted to know so I could start to build relations with the Orassans.
It's based off the first one that generates; I'll look into making it so only 1 spawns
Title: Re: [A16] Orassans
Post by: Lonerson on January 17, 2017, 06:13:32 PM
I can't play with the mod  :(

(http://image.prntscr.com/image/8f30eae409924782a14e51c1817089d2.png)
(http://image.prntscr.com/image/ba955bec0fc84423a3359ae4ab8f4fad.png)

(http://image.prntscr.com/image/056f9abbdcf14528be79be921b6cb57d.png)(http://image.prntscr.com/image/b34698b5ed164209987dcebbf2cf267e.png)
Title: Re: [A16] Orassans
Post by: erdelf on January 18, 2017, 04:18:43 AM
Quote from: Lonerson on January 17, 2017, 06:13:32 PM
I can't play with the mod  :(

(http://image.prntscr.com/image/8f30eae409924782a14e51c1817089d2.png)
(http://image.prntscr.com/image/ba955bec0fc84423a3359ae4ab8f4fad.png)

Please post your log
Title: Re: [A16] Orassans
Post by: sirgzu on January 18, 2017, 06:35:49 AM
I'm not sure you're supposed to load humanoid alien races, it's meant to be used as a template for other mods (including orassans) but not as a dependency. Could also be something else but hey, just saying :)

This has changed, please see further comments
Title: Re: [A16] Orassans
Post by: Der Failer on January 18, 2017, 08:26:18 AM
Quote from: sirgzu on January 18, 2017, 06:35:49 AM
I'm not sure you're supposed to load humanoid alien races, it's meant to be used as a template for other mods (including orassans) but not as a dependency. Could also be something else but hey, just saying :)
Quote from: Orassans change log
-snip-
Update 8: Added Shield Generator and Bombardment Beacons. Now REQUIRES Alien Framework
-snip-
Humanoid alien framework is no longer included in the mod.

@Diana Winters
I still think this should be mentioned in the OP and not just in the change log, since most user are not likely to go through whole log when they first discover the mod.
Title: Re: [A16] Orassans
Post by: Lonerson on January 18, 2017, 09:43:40 AM
Quote from: erdelf on January 18, 2017, 04:18:43 AM
Quote from: Lonerson on January 17, 2017, 06:13:32 PM
I can't play with the mod  :(

(http://image.prntscr.com/image/8f30eae409924782a14e51c1817089d2.png)
(http://image.prntscr.com/image/ba955bec0fc84423a3359ae4ab8f4fad.png)

Please post your log

Mono path[0] = 'D:/Games/RimWorld/RimWorldWin_Data/Managed'
Mono path[1] = 'D:/Games/RimWorld/RimWorldWin_Data/Mono'
Mono config path = 'D:/Games/RimWorld/RimWorldWin_Data/Mono/etc'
PlayerConnection initialized from D:/Games/RimWorld/RimWorldWin_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55415
Multi-casting "[IP] 192.168.0.90 [Port] 55415 [Flags] 2 [Guid] 979385657 [EditorId] 749304273 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-3MCA62V) [Debug] 0" to [225.0.0.222:54997]...
PlayerConnection already initialized - listening to [192.168.0.90:55415]
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [igdumdim32.dll 20.19.15.4531]
    Renderer: Intel(R) HD Graphics 4600
    Vendor:   Intel
    VRAM:     1136 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=0 ATOC=1
Begin MonoManager ReloadAssembly
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.060 seconds
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initialized touch support.

UnloadTime: 1.215259 ms
RimWorld 0.16.1388 rev870
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Non platform assembly: data-158F0D20 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-158F0D20.dll
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-15907768 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-15907768.dll
Initiated Alien Pawn Detours.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Could not detour Aliens
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)

MissingMethodException: Method not found: 'Verse.GenSpawn.WipeExistingThings'.
  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs:96
  at AlienRace.Detours.TryDetourFromTo (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at AlienRace.ModInitializerBehaviour.Start () [0x00000] in <filename unknown>:0

(Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs Line: 96)

Orassan injected.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Orassan.DetourInjector:Inject()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)


Title: Re: [A16] Orassans
Post by: Diana Winters on January 18, 2017, 04:32:34 PM
Quote from: Der Failer on January 18, 2017, 08:26:18 AM
<snip>
@Diana Winters
I still think this should be mentioned in the OP and not just in the change log, since most user are not likely to go through whole log when they first discover the mod.

There, happy? :p
Title: Re: [A16] Orassans
Post by: erdelf on January 18, 2017, 05:02:57 PM
Quote from: Lonerson on January 18, 2017, 09:43:40 AM
Mono path[0] = 'D:/Games/RimWorld/RimWorldWin_Data/Managed'
Mono path[1] = 'D:/Games/RimWorld/RimWorldWin_Data/Mono'
Mono config path = 'D:/Games/RimWorld/RimWorldWin_Data/Mono/etc'
PlayerConnection initialized from D:/Games/RimWorld/RimWorldWin_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55415
Multi-casting "[IP] 192.168.0.90 [Port] 55415 [Flags] 2 [Guid] 979385657 [EditorId] 749304273 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-3MCA62V) [Debug] 0" to [225.0.0.222:54997]...
PlayerConnection already initialized - listening to [192.168.0.90:55415]
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [igdumdim32.dll 20.19.15.4531]
    Renderer: Intel(R) HD Graphics 4600
    Vendor:   Intel
    VRAM:     1136 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=0 ATOC=1
Begin MonoManager ReloadAssembly
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.060 seconds
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initialized touch support.

UnloadTime: 1.215259 ms
RimWorld 0.16.1388 rev870
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Non platform assembly: data-158F0D20 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-158F0D20.dll
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-15907768 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-15907768.dll
Initiated Alien Pawn Detours.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Could not detour Aliens
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)

MissingMethodException: Method not found: 'Verse.GenSpawn.WipeExistingThings'.
  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs:96
  at AlienRace.Detours.TryDetourFromTo (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at AlienRace.ModInitializerBehaviour.Start () [0x00000] in <filename unknown>:0

(Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs Line: 96)

Orassan injected.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Orassan.DetourInjector:Inject()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)


that is... impressive. Your game is f*cked. Try to verify your cache or redownload the game.
Title: Re: [A16] Orassans
Post by: Lonerson on January 18, 2017, 06:45:05 PM
Quote from: erdelf on January 18, 2017, 05:02:57 PM
Quote from: Lonerson on January 18, 2017, 09:43:40 AM
Mono path[0] = 'D:/Games/RimWorld/RimWorldWin_Data/Managed'
Mono path[1] = 'D:/Games/RimWorld/RimWorldWin_Data/Mono'
Mono config path = 'D:/Games/RimWorld/RimWorldWin_Data/Mono/etc'
PlayerConnection initialized from D:/Games/RimWorld/RimWorldWin_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55415
Multi-casting "[IP] 192.168.0.90 [Port] 55415 [Flags] 2 [Guid] 979385657 [EditorId] 749304273 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-3MCA62V) [Debug] 0" to [225.0.0.222:54997]...
PlayerConnection already initialized - listening to [192.168.0.90:55415]
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [igdumdim32.dll 20.19.15.4531]
    Renderer: Intel(R) HD Graphics 4600
    Vendor:   Intel
    VRAM:     1136 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=0 ATOC=1
Begin MonoManager ReloadAssembly
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading D:\Games\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.060 seconds
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initialized touch support.

UnloadTime: 1.215259 ms
RimWorld 0.16.1388 rev870
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Non platform assembly: data-158F0D20 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-158F0D20.dll
Platform assembly: D:\Games\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-15907768 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld/RimWorldWin_Data/Mono/data-15907768.dll
Initiated Alien Pawn Detours.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)

Could not detour Aliens
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
AlienRace.ModInitializerBehaviour:Start()

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)

MissingMethodException: Method not found: 'Verse.GenSpawn.WipeExistingThings'.
  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs:96
  at AlienRace.Detours.TryDetourFromTo (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at AlienRace.ModInitializerBehaviour.Start () [0x00000] in <filename unknown>:0

(Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/RuntimeMethodHandle.cs Line: 96)

Orassan injected.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Orassan.DetourInjector:Inject()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)


that is... impressive. Your game is f*cked. Try to verify your cache or redownload the game.


I downloaded the game again.. and everything is okay
Thank you very much
Title: Re: [A16] Orassans
Post by: kilnarak on January 20, 2017, 08:48:40 PM
Quote from: Diana Winters on December 26, 2016, 04:04:06 PM
Quote from: BubbleCat on December 26, 2016, 05:32:29 AM
Hello!
Thank you so much for you mod! Its great and provide much fun =)
But.. is there any way to get small patch(a16) for cats with human face(not furry one)?

Since the appearance is mostly handled via XML, you should be able to figure it out yourself. HOWEVER. The easiest way to do it is to replace the head and hair textures with human heads and the old neko hairstyles, then tweak a bit of XML so they have normal skin color generation.

I would also be happy for a patch that brought back the human style faces. Either that or uh. Some way to customize them with prepare carefully. I wanna be able to pick fur/skin color and hairstyle. ;-;

I do love this mod though. It's been pretty fun to play with in my game.
Title: Re: [A16] Orassans
Post by: Diana Winters on January 20, 2017, 10:29:18 PM
Quote from: kilnarak on January 20, 2017, 08:48:40 PM
<snip>

I would also be happy for a patch that brought back the human style faces. Either that or uh. Some way to customize them with prepare carefully. I wanna be able to pick fur/skin color and hairstyle. ;-;

I do love this mod though. It's been pretty fun to play with in my game.

A patch for Prepare Carefully is being developed... it'll be available Soon(tm)
Title: Re: [A16] Orassans
Post by: fluffyxai on January 23, 2017, 09:27:42 PM
I dunno how to respond to the poll haha.
but I must admit I'm not a massive fan of the new cat-like look. They kinda remind me more of the cat nurses from doctor who and less of the more anthropomorph style I think you were going for.

Anyway is there any way of using the old more human-like style? where the ears and tail matched the hair and they had a human face?
I do have the prepare carefully mod and I seem to remember you mentioning a patch? I can't seem to find anything now.
And I designed the characters just how I wanted them and they looked great. but when going into the game they had the wrong hairstyles and looked odd.
Also I thought the hairstyles were broken because they had gaps where the ears should be but I just realised you probably did that on purpose and had the ears and tail separate right? I'd gone through all the trouble before of making a bunch of custom cat-versions of hairstyles XD I suppose i'll have to redo those

Can you also change the colour of the ears/tail with prepare carefully? (assuming a patch? X3)

Thanks for the hard work!

:EDIT:
Woops,  just saw the comment before this one saying you were in the process of making one.  I guess that's how I heard about it ^ ^;
Sorry thanks and good luck making it :3
Title: Re: [A16] Orassans
Post by: Diana Winters on January 24, 2017, 07:25:53 PM
Quote from: fluffyxai on January 23, 2017, 09:27:42 PM
I dunno how to respond to the poll haha.
but I must admit I'm not a massive fan of the new cat-like look. They kinda remind me more of the cat nurses from doctor who and less of the more anthropomorph style I think you were going for.

Anyway is there any way of using the old more human-like style? where the ears and tail matched the hair and they had a human face?
I do have the prepare carefully mod and I seem to remember you mentioning a patch? I can't seem to find anything now.
And I designed the characters just how I wanted them and they looked great. but when going into the game they had the wrong hairstyles and looked odd.
Also I thought the hairstyles were broken because they had gaps where the ears should be but I just realised you probably did that on purpose and had the ears and tail separate right? I'd gone through all the trouble before of making a bunch of custom cat-versions of hairstyles XD I suppose i'll have to redo those

Can you also change the colour of the ears/tail with prepare carefully? (assuming a patch? X3)

Thanks for the hard work!

:EDIT:
Woops,  just saw the comment before this one saying you were in the process of making one.  I guess that's how I heard about it ^ ^;
Sorry thanks and good luck making it :3

Just to make everything clear; I will not be making a "neko" patch. You could revert it to such through XML if you wished. I will only post one if someone else makes such a patch.
Title: Re: [A16] Orassans
Post by: fluffyxai on January 25, 2017, 09:00:59 AM
Quote from: Diana Winters on January 24, 2017, 07:25:53 PM
Just to make everything clear; I will not be making a "neko" patch. You could revert it to such through XML if you wished. I will only post one if someone else makes such a patch.

Thanks for the response. That is something I was thinking about actually. How would I go about doing that?

I hate to be difficult, cus I know you put hard work into the update and I don't mean to be ungrateful
Title: Re: [A16] Orassans
Post by: Kitsune on January 26, 2017, 08:33:56 AM
I think i found a little bug.  :) I had a orassan as a prisoner and i want to make friends with his faction and i released him after i heald him up. The problem now is i get no relation points after he left the map as it should be. :'( Cant say to 100% because it was only one prisoner til now but maybe worth to look into it and make a test? If i get new prisoners from them i trie it again definitly, if no one is faster. ;D
Title: Re: [A16] Orassans
Post by: Diana Winters on January 27, 2017, 04:58:50 PM
Update: EPOE patch bugfix (duplicate operation bills)
Title: Re: [A16] Orassans
Post by: Draevin on January 29, 2017, 07:21:21 PM
given that hardcore epoe removed vancium will there be an epoe hardcore patch? Love the mod and would rather not play with out them but i also want the features in epoe hard core.
Title: Re: [A16] Orassans
Post by: Diana Winters on January 29, 2017, 10:52:10 PM
Quote from: Draevin on January 29, 2017, 07:21:21 PM
given that hardcore epoe removed vancium will there be an epoe hardcore patch? Love the mod and would rather not play with out them but i also want the features in epoe hard core.

The 'patch' for EPOE is just so you can make the bionics. The base mod will work (but not optimally) with EPOE games without the patch. Since the EPOE patch is all XML, you could edit it yourself by altering the recipe appropriately.
Title: Re: [A16] Orassans
Post by: picatso on January 30, 2017, 01:47:20 AM
I did exactly that with EPOE, though I have not tested it yet.
Also waiting for Prepare Carefully patch :)
Title: Re: [A16] Orassans
Post by: fluffyxai on February 02, 2017, 06:23:23 PM
Quote from: Kitsune on January 26, 2017, 08:33:56 AM
I think i found a little bug.  :) I had a orassan as a prisoner and i want to make friends with his faction and i released him after i heald him up. The problem now is i get no relation points after he left the map as it should be. :'( Cant say to 100% because it was only one prisoner til now but maybe worth to look into it and make a test? If i get new prisoners from them i trie it again definitly, if no one is faster. ;D

I don't know if that's to do with the mod. I seem to remember hardly ever, if ever, getting points for releasing prisoners lol. but might have just been me.
Title: Re: [A16] Orassans
Post by: Rah on February 02, 2017, 07:15:07 PM
EPOE Hardcore patch is available for this mod. Just thought I'd let you know. Nice mod btw !
https://ludeon.com/forums/index.php?topic=28731.0
Title: Re: [A16] Orassans
Post by: szypkiyakwonsz on February 03, 2017, 03:07:32 AM
Hey Diana, I think I've found something You might want to check.

In Your ThingDefs_Races\Orassan_Race You're making Your own subclass BaseOrassan, which isn't used anywhere. Few lines later in Alien_Orassan definition You're using BasePawn as parent definition instead. I don't know whether it's intentional or not, but why the heck would You want to make class that isn't necessary?

This is making Your mod the only one CR-compatible among other Alien races mods (because CR-related properties like inventory mass or ammo carrying are built around BasePawn), but I'm not sure if You're not missing some features of AlienRace.
Title: Re: [A16] Orassans
Post by: Canute on February 03, 2017, 04:02:11 AM
Quote from: fluffyxai on February 02, 2017, 06:23:23 PM
Quote from: Kitsune on January 26, 2017, 08:33:56 AM
I think i found a little bug.  :) I had a orassan as a prisoner and i want to make friends with his faction and i released him after i heald him up. The problem now is i get no relation points after he left the map as it should be. :'( Cant say to 100% because it was only one prisoner til now but maybe worth to look into it and make a test? If i get new prisoners from them i trie it again definitly, if no one is faster. ;D

I don't know if that's to do with the mod. I seem to remember hardly ever, if ever, getting points for releasing prisoners lol. but might have just been me.
No that is vanila gamedesign.
When you release a prisoner or rescue someone, you are geting +15 standing with that faction when he leave the map.
This worked with Orassans too, at last with older version i don't use them currently.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 03, 2017, 03:20:48 PM
Quote from: szypkiyakwonsz on February 03, 2017, 03:07:32 AM
Hey Diana, I think I've found something You might want to check.

In Your ThingDefs_Races\Orassan_Race You're making Your own subclass BaseOrassan, which isn't used anywhere. Few lines later in Alien_Orassan definition You're using BasePawn as parent definition instead. I don't know whether it's intentional or not, but why the heck would You want to make class that isn't necessary?

This is making Your mod the only one CR-compatible among other Alien races mods (because CR-related properties like inventory mass or ammo carrying are built around BasePawn), but I'm not sure if You're not missing some features of AlienRace.

I am aware (it is intentional); I just kept the baseclass (I made it when I first made the mod, but then discovered it was unnecessary) in the event I needed use for it again.
Title: Re: [A16] Orassans
Post by: Kitsune on February 04, 2017, 03:53:53 PM
Quote from: Canute on February 03, 2017, 04:02:11 AM
Quote from: fluffyxai on February 02, 2017, 06:23:23 PM
Quote from: Kitsune on January 26, 2017, 08:33:56 AM
I think i found a little bug.  :) I had a orassan as a prisoner and i want to make friends with his faction and i released him after i heald him up. The problem now is i get no relation points after he left the map as it should be. :'( Cant say to 100% because it was only one prisoner til now but maybe worth to look into it and make a test? If i get new prisoners from them i trie it again definitly, if no one is faster. ;D

I don't know if that's to do with the mod. I seem to remember hardly ever, if ever, getting points for releasing prisoners lol. but might have just been me.
No that is vanila gamedesign.
When you release a prisoner or rescue someone, you are geting +15 standing with that faction when he leave the map.
This worked with Orassans too, at last with older version i don't use them currently.

At least what i see is, with the actual version, it's not working. :'( Maybe because i use the hardcore modpack, so that an other mod makes trouble? ??? Anyone other have tested it, had no hostile visitor kitty's after that one. xD
Title: Re: [A16] Orassans
Post by: asquirrel on February 04, 2017, 07:15:33 PM
MEOW!

https://www.youtube.com/watch?v=1rlSjdnAKY4
Title: Re: [A16] Orassans
Post by: Leoleo12345678911 on February 08, 2017, 12:00:43 AM
How does one make the Orassans turn back to Neko faced cuties using XML? I would really like help.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 08, 2017, 03:17:51 PM
Quote from: Leoleo12345678911 on February 08, 2017, 12:00:43 AM
How does one make the Orassans turn back to Neko faced cuties using XML? I would really like help.
Change

        <NakedHeadGraphicLocation>Things/Orassan/Heads/</NakedHeadGraphicLocation>

to

        <NakedHeadGraphicLocation></NakedHeadGraphicLocation>


You will need to change the hair textures back to the original ones
Title: Re: [A16] Orassans
Post by: XenGrimm on February 08, 2017, 05:25:00 PM
I've been working on a Lupine race using the humanoid framework, and was wondering if it's possible for me to hitch into the tail generator without creating my own assembly.

I have my race up and working, but I haven't been able to get the tails working.

Is this possible? Or would I (theoretically) have to apply my race within your mod to have your assembly plug in to it?
I mostly ask for the sake of my own education - as my C# skill is negligible at best.

Any help or information is greatly appreciated.

UPDATE:  I got the tails to attach without moving my mod around, just had to move the comp placement in the base class.
I am currently trying to get it to assign my tail instead of the orassan tail to my race.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 09, 2017, 10:20:21 PM
Quote from: XenGrimm on February 08, 2017, 05:25:00 PM
I've been working on a Lupine race using the humanoid framework, and was wondering if it's possible for me to hitch into the tail generator without creating my own assembly.

I have my race up and working, but I haven't been able to get the tails working.

Is this possible? Or would I (theoretically) have to apply my race within your mod to have your assembly plug in to it?
I mostly ask for the sake of my own education - as my C# skill is negligible at best.

Any help or information is greatly appreciated.

UPDATE:  I got the tails to attach without moving my mod around, just had to move the comp placement in the base class.
I am currently trying to get it to assign my tail instead of the orassan tail to my race.

I believe that Mrofa made the taildrawer for me, so I suggest asking them for help.
Title: Re: [A16] Orassans
Post by: KaiserThurston on February 10, 2017, 07:35:36 PM
Is it intended that every single refugee that comes in drop pods is a Orassan?
Title: Re: [A16] Orassans
Post by: Diana Winters on February 11, 2017, 01:42:18 AM
Quote from: KaiserThurston on February 10, 2017, 07:35:36 PM
Is it intended that every single refugee that comes in drop pods is a Orassan?
No. You might just have odd RNG
Title: Re: [A16] Orassans
Post by: Diana Winters on February 12, 2017, 02:17:09 AM
Here's an experimental "Neko" patch for all those who've been asking for one. Just overwrite the main mod

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Wraithling on February 12, 2017, 08:46:53 AM
Hi!

When I use the Orassans mod, the mod A world without hats (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338) (which hides colonists' hats in the quickbar but not in-world) no longer works, despite the latter being the last in load order. I assume that the two mods conflict?

Title: Re: [A16] Orassans
Post by: Diana Winters on February 12, 2017, 03:31:31 PM
Quote from: Wraithling on February 12, 2017, 08:46:53 AM
Hi!

When I use the Orassans mod, the mod A world without hats (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338) (which hides colonists' hats in the quickbar but not in-world) no longer works, despite the latter being the last in load order. I assume that the two mods conflict?

My mod adds a draw layer for the tails, so that might cause issues. I am not sure though; try asking the mod author for help, or maybe ask Erdelf
Title: Re: [A16] Orassans
Post by: Wraithling on February 12, 2017, 03:41:04 PM
I see. A pity though, as I wanted to see the cute cats' faces without the ugly helmets obscuring them. Oh well..

edit: thanks for the reply  :)
Title: Re: [A16] Orassans
Post by: kilnarak on February 13, 2017, 06:08:42 PM
I'm trying out the neko patch but... how uh, do I make it so skintone/hairstyle/haircolor don't randomize with Prepare Carefully? Sorry for the bother. I'm not... super well versed with xml stuff. x.x
Title: Re: [A16] Orassans
Post by: Diana Winters on February 14, 2017, 04:21:04 PM
Quote from: kilnarak on February 13, 2017, 06:08:42 PM
I'm trying out the neko patch but... how uh, do I make it so skintone/hairstyle/haircolor don't randomize with Prepare Carefully? Sorry for the bother. I'm not... super well versed with xml stuff. x.x
There isn't a prepare carefully patch atm, sorry
Title: Re: [A16] Orassans
Post by: ultibahamut on February 15, 2017, 12:47:31 AM
any eta on that patch other than soon^tm? :D
Title: Re: [A16] Orassans
Post by: Diana Winters on February 15, 2017, 12:50:00 AM
Quote from: ultibahamut on February 15, 2017, 12:47:31 AM
any eta on that patch other than soon^tm? :D
Eventually(tm)
Title: Re: [A16] Orassans
Post by: sefer on February 20, 2017, 10:11:15 PM
Fixed the EPOE patch, didn't change anything other than making it compatible with 2.0. Go into EPOE patch folder, go into defs, recipeDefs, open Recipies_orasan.xml and replace everything with this:

<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>


<RecipeDef ParentName="RecipeBasicProsthesis">
      <defName>CreateClothTail</defName>
      <label>Craft Cloth Tail</label>
      <description>Crafts a tail from cloth.</description>
      <jobString>Crafting prosthesis.</jobString>
      <soundWorking>Recipe_Tailor</soundWorking>
      <recipeUsers>
     <li>TableBasicProsthetic</li>
      </recipeUsers>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Cloth</li>
               </thingDefs>
            </filter>
            <count>25</count>
         </li>
      </ingredients>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Cloth</li>
         </thingDefs>
      </fixedIngredientFilter>
      <products>
         <ClothTail>1</ClothTail>
      </products>
</RecipeDef>


   <RecipeDef ParentName="RecipeBionicProsthesis">
      <defName>CreatePlasteelClaws</defName>
      <label>Craft Plasteel Claws</label>
      <description>Crafts a set of plasteel claws.</description>
      <jobString>Crafting bionic.</jobString>
      <soundWorking>EPOEAssembling</soundWorking>
      <recipeUsers>
     <li>TableBionics</li>
      </recipeUsers>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Plasteel</li>
               </thingDefs>
            </filter>
            <count>10</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Component</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Plasteel</li>
            <li>Component</li>
         </thingDefs>
      </fixedIngredientFilter>
      <products>
         <PlasteelClaws>1</PlasteelClaws>
      </products>
</RecipeDef>

   <RecipeDef ParentName="RecipeBionicProsthesis">
      <defName>CreateBionicTail</defName>
      <label>Craft Bionic Tail</label>
      <description>Crafts a bionic tail.</description>
      <jobString>Crafting bionic.</jobString>
      <soundWorking>EPOEAssembling</soundWorking>
      <recipeUsers>
     <li>TableBionics</li>
      </recipeUsers>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Plasteel</li>
               </thingDefs>
            </filter>
            <count>55</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Component</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Plasteel</li>
            <li>Component</li>
         </thingDefs>
      </fixedIngredientFilter>
      <products>
         <BionicTail>1</BionicTail>
      </products>
</RecipeDef>

<RecipeDef ParentName="RecipeAdvancedProsthesis">
      <defName>CreateAdvancedTail</defName>
      <label>Upgrade Bionic Tail</label>
      <description>Upgrade a bionic tail with vancidium.</description>
      <jobString>Upgrading bionic.</jobString>
      <soundWorking>EPOEAssembling</soundWorking>
      <recipeUsers>
     <li>TableBionics</li>
      </recipeUsers>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>BionicTail</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>EnergizedComponents</li>
               </thingDefs>
            </filter>
            <count>3</count>
         </li>
      </ingredients>
      <fixedIngredientFilter>
         <thingDefs>
            <li>BionicTail</li>
            <li>EnergizedComponents</li>
         </thingDefs>
      </fixedIngredientFilter>
      <products>
         <AdvancedTail>1</AdvancedTail>
      </products>
</RecipeDef>

</RecipeDefs>
Title: Re: [A16] Orassans
Post by: Diana Winters on February 20, 2017, 10:21:04 PM
Quote from: sefer on February 20, 2017, 10:11:15 PM
<snip>
Thank you
Title: Re: [A16] Orassans
Post by: sefer on February 21, 2017, 02:07:51 AM
Np. ^^.

Also I am in the process of balancing the Ori for my own gameplay, atm it is a crazy good pet for no effort. Compared to a raccoon, a creature of larger size, its market value is 4-5x more, it can carry 3-4x more, it lives 3-4x longer, it deals more damage, its wilderness is almost half of a raccoon and it can be handled with minimum of 1 handling. So to me it just doesn't seem fair given how common it is, on my new gameplay herds of them spawned totalling 15-20 around the map. Each herd consisting of around 5-8+.

Just thought i'd let you know they could use some adjustments unless you intended for them to be this way.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 21, 2017, 02:21:29 AM
Quote from: sefer on February 21, 2017, 02:07:51 AM
Np. ^^.

Also I am in the process of balancing the Ori for my own gameplay, atm it is a crazy good pet for no effort. Compared to a raccoon, a creature of larger size, its market value is 4-5x more, it can carry 3-4x more, it lives 3-4x longer, it deals more damage, its wilderness is almost half of a raccoon and it can be handled with minimum of 1 handling. So to me it just doesn't seem fair given how common it is, on my new gameplay herds of them spawned totalling 15-20 around the map. Each herd consisting of around 5-8+.

Just thought i'd let you know they could use some adjustments unless you intended for them to be this way.

They are actually more like monkies and foxes than raccoons; though I should really increase the drawsize of them
Title: Re: [A16] Orassans
Post by: sefer on February 21, 2017, 03:43:29 AM
True. I based their changes on raccoons because of the size of raccoons compared to small lemur type monkeys. And Ori based on size of mushrooms, flowers ingame is comparable to something near half the size of a lemur. Naturally a Raccoon can haul as much or more than a lemur, further its combat should be weaker via scratching. Where it should be superior is leather insulation and life expect. They should also be faster I think? I adjusted the Ori to these stats:

4.40 movespeed
marketvalue 350
1.3 cooldown and 5 damage on both scratches
Temperate forest 0.6 instead of 1 for spawning.
Hungerrate 0.3
healthscale 0.4
leather insulation 1 instead of 1.5 (even artic wolves have at most 1.2, a snow hare has 1.1.)
wildness 0.75 (with the low 0.40 it can be tamed by anyone with handling of 1... for such a strong, expensive pet, it should be harder.)
life expectancy 14 (30 was too much, lemurs live around 16-19, cats 12-18, in game cats are 10, so i subtracted 2 from min lemur life. Monkeys ingame are indeed 30, which is insanely long, especially since ori spawns in herds and is stronger and more useful.)
combatpower 35
spawnherd 2 - 5 (the low eco cost may be good for artic biomes, but for temperate it was spawning so many.
bodysize 0.40 (this way it can haul, but given its size... It really shouldn't carry too much. Unfortunately this is the minimum for hauling.)


Title: Re: [A16] Orassans
Post by: Diana Winters on February 21, 2017, 05:46:01 AM
Quote from: sefer on February 21, 2017, 03:43:29 AM
<snip>
You're coming from the right place, but I am satisfied with how they're balanced right now. I am only stating this so you know that I will not be changing the ~official~ version of the mod to reflect these changes.
Title: Re: [A16] Orassans
Post by: sefer on February 21, 2017, 05:53:12 AM
Okay, all good ^^. Just wanted to let you know what I set them too incase you haven't had too much feedback about them yet. For someone who doesn't normally play in the arctic zones, they seemed out of sorts with me. But given eco weight of ice zones, they are probably perfect. So really I probably only needed to adjust their herd size and spawn rate in non ice regions. But given how they are officially, on a large map in temperate forest they outnumber everything lol. And given their properties I felt a little bad that I could easily get them for 1 handling.

Loving the mod tho, its amazing :D.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 21, 2017, 07:15:56 AM
Quote from: sefer on February 21, 2017, 05:53:12 AM
Okay, all good ^^. Just wanted to let you know what I set them too incase you haven't had too much feedback about them yet. For someone who doesn't normally play in the arctic zones, they seemed out of sorts with me. But given eco weight of ice zones, they are probably perfect. So really I probably only needed to adjust their herd size and spawn rate in non ice regions. But given how they are officially, on a large map in temperate forest they outnumber everything lol. And given their properties I felt a little bad that I could easily get them for 1 handling.

Loving the mod tho, its amazing :D.

If they weren't such great pets, the Orassans would have exterminated them due to their rapid rate of reproduction
Title: Re: [A16] Orassans
Post by: RyunosukeKnT on February 21, 2017, 05:44:39 PM
you have 2 EPOE patches on Nexus, can I hazard to guess one is 2.0 EPOE and one is not? also which one is which?
Title: Re: [A16] Orassans
Post by: sefer on February 21, 2017, 10:31:49 PM
I do believe the one currently listed here is 2.0 as I added the fix to it above if u go up a few posts. You could even just do it yourself, i left instructions.
Title: Re: [A16] Orassans
Post by: sefer on February 23, 2017, 07:25:37 AM
I do love the race, I really do, but is there any version available that does not include the items? I've tried removing them, editing them out, etc, but it crashes the entire freaking mod.. I love the race, but the stuff... Huge market prices, higher dmg, less cooldown, more range.. And every few npcs I see I notice 1 or more holding your weapons. It really breaks the balance. I don't understand why I can't just delete the items and have them disabled ingame.. Are they somehow wired into the assemblie folder??

Please, if you can, a version of just the cat race would be amazing. No weapons or armors.
Title: Re: [A16] Orassans
Post by: Diana Winters on February 23, 2017, 10:46:12 PM
Quote from: sefer on February 23, 2017, 07:25:37 AM
I do love the race, I really do, but is there any version available that does not include the items? I've tried removing them, editing them out, etc, but it crashes the entire freaking mod.. I love the race, but the stuff... Huge market prices, higher dmg, less cooldown, more range.. And every few npcs I see I notice 1 or more holding your weapons. It really breaks the balance. I don't understand why I can't just delete the items and have them disabled ingame.. Are they somehow wired into the assemblie folder??

Please, if you can, a version of just the cat race would be amazing. No weapons or armors.

I will not be doing so, but you likely forgot to remove the weapon tags or something in the pawnkinddefs, but otherwise if any pawn is wearing the armor or have the weapons you can not load a save w/o them; you likely have pawns outside the map that have the items.
Title: Re: [A16] Orassans
Post by: Aharmlesskitten on February 27, 2017, 01:03:01 PM
So I was trying to change the time it takes to make the exoskeleton Armour (it take 667 work atm) to about 6000 or thereabouts. I unloaded the mods and then relaunched as after changing the xml but nothing changed. I'm sure i'm just missing something because i'm pretty new to this stuff. Any advice?
Title: Re: [A16] Orassans
Post by: Diana Winters on February 27, 2017, 04:32:51 PM
Quote from: Aharmlesskitten on February 27, 2017, 01:03:01 PM
So I was trying to change the time it takes to make the exoskeleton Armour (it take 667 work atm) to about 6000 or thereabouts. I unloaded the mods and then relaunched as after changing the xml but nothing changed. I'm sure i'm just missing something because i'm pretty new to this stuff. Any advice?

are you using the combat realism patch?
Title: Re: [A16] Orassans
Post by: dilyin on March 06, 2017, 01:42:05 PM
Hello, Diana!

Thank you very much for your really awesome mod, the Orassans are a welcome addition to the Rimworld community culture and they really fit well it being both unique and well made.

Could you please move your C#/XML development to something like Github so we will be able to make pull requests and contribute to your project. I'm sure we could find a lot of thing to refine or add to it.
Title: Re: [A16] Orassans
Post by: Diana Winters on March 06, 2017, 03:29:29 PM
Quote from: dilyin on March 06, 2017, 01:42:05 PM
Hello, Diana!

Thank you very much for your really awesome mod, the Orassans are a welcome addition to the Rimworld community culture and they really fit well it being both unique and well made.

Could you please move your C#/XML development to something like Github so we will be able to make pull requests and contribute to your project. I'm sure we could find a lot of thing to refine or add to it.

No. If you wish to discuss the development of this mod you can do so here (https://discord.gg/XMCRj46)
Title: Re: [A16] Orassans
Post by: Diana Winters on March 11, 2017, 07:10:47 PM
Update 10: Fixes, updated for new release of alien framework
Title: Re: [A16] Orassans
Post by: Smokebearer on March 12, 2017, 08:41:08 AM
Is there a way to choose who is or is not an Orassan? I use Prepare Carefully, and I don't see options for it. If there is, and I've perhaps done something to hide the options,... Well, you probably get what I'm asking by now.
Title: Re: [A16] Orassans
Post by: Diana Winters on March 12, 2017, 10:47:08 AM
Quote from: Smokebearer on March 12, 2017, 08:41:08 AM
Is there a way to choose who is or is not an Orassan? I use Prepare Carefully, and I don't see options for it. If there is, and I've perhaps done something to hide the options,... Well, you probably get what I'm asking by now.

You can select the race of the pawn with one of the dropdown menus
Title: Re: [A16] Orassans
Post by: Canute on March 12, 2017, 03:38:42 PM
I don't know if you can change the race in PC.
But at the Scenario editor you can select "Survivors (?), Tribe or Orassan enclave".
Title: Re: [A16] Orassans
Post by: Diana Winters on March 12, 2017, 03:48:37 PM
Quote from: Canute on March 12, 2017, 03:38:42 PM
I don't know if you can change the race in PC.
But at the Scenario editor you can select "Survivors (?), Tribe or Orassan enclave".

you need to get to the prepare carefully menu first :p
Title: Re: [A16] Orassans
Post by: SenaCat on March 12, 2017, 09:45:50 PM
Alright, I'd like to start by saying that I've greatly enjoyed this mod so far and that my life is better by having these kitties in it. Which is where we come to a sadness. They aren't in my life. Everywhere there once was a kitty, there's now a missing object placeholder box. Ms Winters still shows up as a storyteller, but no other orassan can be found. The log receved upon starting the program is: https://gist.github.com/5641a941049314526c84fb0ef63bf922 but I believe the most important information can be found here: http://freetexthost.com/dtjyi14fsr

There had been some mods added since it'd last worked, but load order of Humanoid Alien Races 2.0 above Orassan hasn't changed. Both mods are currently in the mod folder as external downloads rather than Steam workshop. I've played with the position of the two in various spots in the load order but no dice. For curiosity's sake I've included an image of the last known whereabouts of an orassan in my colony. Ignore the blood, that's someone else's, the box is where our missing person was standing.

[attachment deleted by admin due to age]
Title: Re: [A16] Orassans
Post by: Diana Winters on March 12, 2017, 11:52:57 PM
Quote from: SenaCat on March 12, 2017, 09:45:50 PM
Alright, I'd like to start by saying that I've greatly enjoyed this mod so far and that my life is better by having these kitties in it. Which is where we come to a sadness. They aren't in my life. Everywhere there once was a kitty, there's now a missing object placeholder box. Ms Winters still shows up as a storyteller, but no other orassan can be found. The log receved upon starting the program is: https://gist.github.com/5641a941049314526c84fb0ef63bf922 but I believe the most important information can be found here: http://freetexthost.com/dtjyi14fsr

There had been some mods added since it'd last worked, but load order of Humanoid Alien Races 2.0 above Orassan hasn't changed. Both mods are currently in the mod folder as external downloads rather than Steam workshop. I've played with the position of the two in various spots in the load order but no dice. For curiosity's sake I've included an image of the last known whereabouts of an orassan in my colony. Ignore the blood, that's someone else's, the box is where our missing person was standing.

Unfortunately, the updates aren't save compatible; HOWEVER

You can download the previous versions, have your guys form a caravan, save while they're not loaded on the map, turn on the most recent update, laod, then bring your orassans back onto the map
Title: Re: [A16] Orassans
Post by: SenaCat on March 13, 2017, 12:28:57 AM
That's fair. But then why would I get those errors on startup? Is it looking at my saves? I'm not convinced that any orassan colonists were available in the prepare carefully dialog either. I rerolled quite a few times and didn't seem to get anything. A few catnip dependencies, but all humans.
Title: Re: [A16] Orassans
Post by: Diana Winters on March 13, 2017, 10:43:38 PM
Quote from: SenaCat on March 13, 2017, 12:28:57 AM
That's fair. But then why would I get those errors on startup? Is it looking at my saves? I'm not convinced that any orassan colonists were available in the prepare carefully dialog either. I rerolled quite a few times and didn't seem to get anything. A few catnip dependencies, but all humans.

Have you tried starting as an Orassan Enclave?
Title: Re: [A16] Orassans
Post by: SenaCat on March 14, 2017, 12:06:49 AM
Right. So by the careful process of randomly flailing around, I've solved the issues. The errors appear to have originated from the neko mod being loaded. Everything is working fine now, other than the issue of the broken colonists in old saves, which I think I'll live with. I got some new mods recently and think I want a fresh start. Kitties are back so I'm happy. Also, I might have missed it, but where'd you get the name Orassan from?
Title: Re: [A16] Orassans
Post by: Diana Winters on March 14, 2017, 07:11:38 AM
Quote from: SenaCat on March 14, 2017, 12:06:49 AM
Right. So by the careful process of randomly flailing around, I've solved the issues. The errors appear to have originated from the neko mod being loaded. Everything is working fine now, other than the issue of the broken colonists in old saves, which I think I'll live with. I got some new mods recently and think I want a fresh start. Kitties are back so I'm happy. Also, I might have missed it, but where'd you get the name Orassan from?


The "Randomize Name" option in Stellaris... with a changed letter or two
Title: Re: [A16] Orassans
Post by: Diana Winters on March 19, 2017, 12:29:07 AM
Update 11: Added the ability for Orassans to nuzzle those with a high enough social standing with them. Tweaks and bugfixes
Title: Re: [A16] Orassans
Post by: Kamiel on March 26, 2017, 05:09:15 PM
Hi. I would like to start by thanking you for a great mod.

I only have one minor issue. My game won't generate male Orassans... I sat on the party creation screen for 20 minutes re-rolling just to make sure. I can change the gender in Prepare Carefully, so that's how I currently deal with it.

Reading through the comments here I didn't see anyone report the same issue, so I thought I would say something. I don't get an error report when I start the game, though, so I don't know what other information to put here.
Title: Re: [A16] Orassans
Post by: Mr Paone on March 31, 2017, 08:05:44 PM
Orassan Mod wont let me Generate Worlds
(Wasn't sure how image posting worked so i used Gyazo instead)
Mod List: https://gyazo.com/81c694009f298e5ae8ccdc37fd53ead9
Error List 1: https://gyazo.com/cf40fa78020786b9ad53db78e3ba5ad9
Error List 2: https://gyazo.com/11f36a59185193860ac884a95da98ba0
Title: Re: [A16] Orassans
Post by: Diana Winters on March 31, 2017, 08:15:29 PM
Quote from: Mr Paone on March 31, 2017, 08:05:44 PM
Orassan Mod wont let me Generate Worlds
(Wasn't sure how image posting worked so i used Gyazo instead)
Mod List: https://gyazo.com/81c694009f298e5ae8ccdc37fd53ead9
Error List 1: https://gyazo.com/cf40fa78020786b9ad53db78e3ba5ad9
Error List 2: https://gyazo.com/11f36a59185193860ac884a95da98ba0

Try removing Birds and the Bees
Title: Re: [A16] Orassans
Post by: Mr Paone on April 01, 2017, 06:53:16 AM
Awesome it worked, Thanks so much. Would it be possible for you to make Orassans compatible with the Birds and the Bees mod, or should I try talking to their dev instead?
Title: Re: [A16] Orassans
Post by: Diana Winters on April 01, 2017, 11:31:38 PM
Quote from: Mr Paone on April 01, 2017, 06:53:16 AM
Awesome it worked, Thanks so much. Would it be possible for you to make Orassans compatible with the Birds and the Bees mod, or should I try talking to their dev instead?

Try asking them; I'll see what I can do on my end, but you should ask them.
Title: Re: [A16] Orassans 🐱
Post by: Diana Winters on April 29, 2017, 04:30:53 AM
A Dog Said Addon (https://ludeon.com/forums/index.php?topic=32000)
Title: Re: [A16] Orassans 🐱
Post by: Maarek94 on May 07, 2017, 08:00:16 AM
There seems to be something off with the mod or the patch for EPOE atleast, as I had done a bit of testing, and when I tried to install a advanced bionic spine to a orassans with a bad back, I found that there was no option to, despite me having a doctor, a medical bed and the spine itself. Could there be something that is making it unable to work with the mod itself? I'll be attempting to do a clean game aswell, turning off the mods I dont need to check if any of them are causing problems. Toodles
Title: Re: [A16] Orassans 🐱
Post by: Canute on May 07, 2017, 10:19:40 AM
Did you finished the Adv. bionic reasearch and be able to build the adv. bionic spine,
or did you bought it from a trader?

If you just bought it your doc's don't know how to install it (yet).
Title: Re: [A16] Orassans 🐱
Post by: Diana Winters on May 08, 2017, 02:08:15 AM
Quote from: Maarek94 on May 07, 2017, 08:00:16 AM
<snip>
Download the patch again and then try
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on May 24, 2017, 02:37:50 PM
A17 Update
Update 1: Updated to A17 + misc changes
Title: Re: [A17] Orassans 🐱
Post by: webber on May 26, 2017, 01:20:16 PM
Will current EPOE and ADS patches work in a17?
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on May 26, 2017, 08:31:55 PM
Quote from: webber on May 26, 2017, 01:20:16 PM
Will current EPOE and ADS patches work in a17?
Test it and find out :p
Title: Re: [A17] Orassans 🐱
Post by: webber on May 27, 2017, 10:34:01 AM
Quote from: Diana Winters on May 26, 2017, 08:31:55 PM
Quote from: webber on May 26, 2017, 01:20:16 PM
Will current EPOE and ADS patches work in a17?
Test it and find out :p


Apparently not; EPOE patch causes this:

XML error: <commonality>2</commonality> doesn't correspond to any field in type ApparelProperties.

The files with this line seem to be Apparel_Hats.xml and Apparel_Various.xml.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on May 28, 2017, 12:50:30 AM
Quote from: webber on May 27, 2017, 10:34:01 AM
Quote from: Diana Winters on May 26, 2017, 08:31:55 PM
Quote from: webber on May 26, 2017, 01:20:16 PM
Will current EPOE and ADS patches work in a17?
Test it and find out :p


Apparently not; EPOE patch causes this:

XML error: <commonality>2</commonality> doesn't correspond to any field in type ApparelProperties.

The files with this line seem to be Apparel_Hats.xml and Apparel_Various.xml.

delete your previous version and try again
Title: Re: [A17] Orassans 🐱
Post by: MechanoidHater on June 01, 2017, 05:02:05 AM
I used this mod since it was released and liked the cat-like people but something broke and this mod prevents me from creating the map. Not sure if it conflicts with other mods.
Here is the error log:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PawnGenerator.GenerateTraits (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction) [0x00000] in <filename unknown>:0
  at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
  at RimWorld.FactionGenerator.GenerateFactionsIntoWorld () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (System.String seed) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
  at RimWorld.Page_CreateWorldParams.<CanDoNext>m__618 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

My mods:

Core
HugsLib
ADogSaid
AllowTool
Blueprints
CheaperComponents
Chemicals & Neutroamine
CleaningArea
ConduitDeconstruct
Cooks Can Refuel
CrashLanding
DeadMansClothing
ExpandedProsthetics&OrganEngineering
FeedTheColonists
FluffyBreakdowns
Hand Me That Brick
Haulage-Combined
High Tech Laboratory Facilities
LongRangePodLauncher
LT-DoorMat
MadSkills
MedicalTab
Mending
More Furniture
Miscellaneous_Core
Miscellaneous_Incidents
Miscellaneous_MapGenerator
Miscellaneous_Robots
Miscellaneous_TrainingFacility
Modular Tables A17
More Vanilla Turrets
MoreTradeShips
QC_Quantum_Cooling
QualityBuilder
RemoteExplosives
Right-Tool-for-the-Job-Rebalanced
RimFridge
RIMkea
IndustrialRoller
Robots_PlusPlus_Misc_Robots_Xtension
RT_SolarFlareShield-A17-1.2.0
sd_adv_powergen
sd_chickennest
TechAdvancing
Plant Cutting is for Growers!
Miniaturisation
EdBPrepareCarefully
FashionRIMsta
Faction Discovery
Title: Re: [A17] Orassans 🐱
Post by: Vaulter69 on June 01, 2017, 05:57:52 AM
Thank you for the a17 update!
Title: Re: [A17] Orassans 🐱
Post by: dershamc903 on June 01, 2017, 03:39:43 PM
I love your mod.

In A16 I used your story teller all the time, it was the best way to build a population without having to sit around and wait. For whatever reason in A17 all sorts of strange things happen when I use your story teller.

I notice that events happen more frequently but sometimes right after another on the same day, sometime several events in one day stacked upon each other. The other story tellers certainly drag things out, but it feels a little fast paced. I do have a lot of mods installed, but I've noticed that as soon as I've switched to yours it starts speeding up the frequency.

With your story teller enabled I also accepted a refugee who was fleeing from one of the factions of a mod (the mercenary faction I think) and so I accepted, and then an endless wave of bad guys came in and they came in as a separate event each time (little red box pops up telling you you're under attack) It didn't quite freeze the game, but made it move at such a snail place that I couldn't actually see what happens when 200+ guys attack your base at the same time, which is a shame I wanted to see. I had to reload to an auto-save so I don't know how many waves of attacks I had, but there were many I could tell from the fact that all the enemy character names were just blurring over each other.

Certainly there is no problem with using your story teller for a short period of time, but over longer period of time it gets a little crazy. I hope it's fixable, because in A16 she was an awesome story teller.
Title: Re: [A17] Orassans 🐱
Post by: OldManSteve on June 02, 2017, 10:24:59 AM
How can a colony craft a bionic tail? I didn't see the option in the Bionics workbench.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on June 03, 2017, 08:13:37 AM
Quote from: MechanoidHater on June 01, 2017, 05:02:05 AM
<Snip>
You need humanoid alien Framwork
Quote from: OldManSteve on June 02, 2017, 10:24:59 AM
How can a colony craft a bionic tail? I didn't see the option in the Bionics workbench.
Do you have the EPOE patch?
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on June 03, 2017, 11:42:03 AM
Is it a new thing that orassans can't woo humans anymore and vice versa? When going into dev mode and checking attraction and the like, orassans don't consider humans at all but are still trying to initiate a romantic relationship with them sometimes, which will always end up with them getting rejected.

Also, when forcing a relationship via the dev mode, they will sleep in the same bed but won't have sex.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on June 03, 2017, 12:09:04 PM
Quote from: IHateRegistering on June 03, 2017, 11:42:03 AM
Is it a new thing that orassans can't woo humans anymore and vice versa? When going into dev mode and checking attraction and the like, orassans don't consider humans at all but are still trying to initiate a romantic relationship with them sometimes, which will always end up with them getting rejected.

Also, when forcing a relationship via the dev mode, they will sleep in the same bed but won't have sex.
After doing some testing with minimal mods, relationships seem to be working as intended; please post your modlist for further assistance
(http://i.imgur.com/D9fnsLX.jpg)
As you can see, the human and Orassan are engaging in the "lovin" activity
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on June 03, 2017, 02:29:59 PM
I think I got it now, age seems to be a factor whether colonists say yes or no. The orassan is 16 and debug mode showed me that the probability was something like 0, after aging the orassan to 19 the probability shot up to 2.something.
Title: Re: [A17] Orassans 🐱
Post by: Canute on June 19, 2017, 03:20:37 AM
Diana,
could you please update your 1. posting. It isn't wise to have a requirement for your mod that isn't on the forum anymore.
Instead to use the steam link you should use the github link.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on June 19, 2017, 12:50:07 PM
Quote from: Canute on June 19, 2017, 03:20:37 AM
Diana,
could you please update your 1. posting. It isn't wise to have a requirement for your mod that isn't on the forum anymore.
Instead to use the steam link you should use the github link.

What exactly are you asking me to do? And what's wrong with linking it to the steam page?
Title: Re: [A17] Orassans 🐱
Post by: Canute on June 19, 2017, 01:27:04 PM
steam is steam, forum is forum.
DRM user don't got access to steam workshop, so this mod become pointless to publish here, when the framework is steam only.
Title: Re: [A17] Orassans 🐱
Post by: Antaios on June 19, 2017, 01:43:51 PM
Quote from: Canute on June 19, 2017, 01:27:04 PM
steam is steam, forum is forum.
DRM user don't got access to steam workshop, so this mod become pointless to publish here, when the framework is steam only.

The Alien framework link may direct to the steam workshop, but the framework's mod description includes a link to github with downloadable releases.
Title: Re: [A17] Orassans 🐱
Post by: Canute on June 19, 2017, 04:18:45 PM
Yes, but how long does the thread maybe stay here since the original poster is deleted.
Thats why Diana should use the github link.
Title: Re: [A17] Orassans 🐱
Post by: Igams on July 08, 2017, 04:46:04 PM
I got this error when installing this mod and the EPOE add-on. Should I be worried about anything? Sorry, I'm new to modding this game :D

[attachment deleted by admin due to age]
Title: Re: [A17] Orassans 🐱
Post by: Canute on July 08, 2017, 05:10:01 PM
Do you got the latest Alian framework installed ?
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on July 08, 2017, 05:15:41 PM
Quote from: Churchboy666 on July 08, 2017, 04:46:04 PM
I got this error when installing this mod and the EPOE add-on. Should I be worried about anything? Sorry, I'm new to modding this game :D

Is the patch loaded after Orassans and EPOE 2?
Title: Re: [A17] Orassans 🐱
Post by: Igams on July 08, 2017, 06:08:47 PM
Quote from: Canute on July 08, 2017, 05:10:01 PM
Do you got the latest Alian framework installed ?

Quote from: Diana Winters on July 08, 2017, 05:15:41 PM

Is the patch loaded after Orassans and EPOE 2?

Hey Canute you were right. I needed to update my Alien Framework with the latest patch. Sorry for the novice mistake and thank you both for the fast replies!

I'm in game now and everything looks great. Thanks so much for the fantastic mod Diana!  ;D
Title: Re: [A17] Orassans 🐱
Post by: faltonico on July 09, 2017, 06:02:06 AM
You might want to remove (or update) the "Neko patch" in the OP, the Orassan_Race.xml is not updated.
A simple replacement of the textures seems to be working without problems (I'm ok with the custom color generation).

Edit: grammar derp.
Title: Re: [A17] Orassans 🐱
Post by: faltonico on July 24, 2017, 11:51:28 PM
I bumped into this error, in case you are interested in knowing:
Exception drawing Alien_Orassan_Corpse934443: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.PawnGraphicSet.HeadMatAt (Verse.Rot4,Verse.RotDrawMode,bool) <0x00085>
at ShowHair.PawnRenderer_RenderPawnInternal.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00725>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch1 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00174>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00b82>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Corpse.DrawAt (UnityEngine.Vector3,bool) <0x00069>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef) <0x003f6>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


(https://www.mediafire.com/convkey/fbba/i4cufr2fv4rdyb44g.jpg) (http://www.mediafire.com/view/i4cufr2fv4rdyb4/error.jpg)

Destroying what remained of that stopped the console spamming.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on July 30, 2017, 06:29:20 PM
Update 2: Orassans no longer have an aversion to belts
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on July 31, 2017, 10:39:36 AM
Why Alien Framework is on Steam?
Can you make this link from other site?
That restricts this mod only to Steam version!
Title: Re: [A17] Orassans 🐱
Post by: Canute on July 31, 2017, 12:15:33 PM
Diana,
please use the github link, this is the forum not steam, when you point at a mod that is steam only release for your mod, then you don't need to post it here :-)
Alien framework:
https://github.com/erdelf/AlienRaces

Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 01, 2017, 12:24:33 AM
Quote from: Canute on July 31, 2017, 12:15:33 PM
Diana,
please use the github link, this is the forum not steam, when you point at a mod that is steam only release for your mod, then you don't need to post it here :-)
Alien framework:
https://github.com/erdelf/AlienRaces

No. I host my mod on the nexus and steam, and don't use github. I don't care if you don't want to use it. You being so condescending does not make me want to use it either.
Title: Re: [A17] Orassans 🐱
Post by: Canute on August 01, 2017, 03:32:24 AM
Sorry if you don't understood me wrong.
I don't force you to use any plattform.

But this isn't steam, and not the steam-discussion. But your mod require a mod previously, and you link to steam-download.
And since this forum is mainly for DRM-user they can't access it.

It is your choise to update the link to the Alien framework to the Github project or just ignore the forum.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 01, 2017, 06:45:47 AM
Quote from: Canute on August 01, 2017, 03:32:24 AM
Sorry if you don't understood me wrong.
I don't force you to use any plattform.

But this isn't steam, and not the steam-discussion. But your mod require a mod previously, and you link to steam-download.
And since this forum is mainly for DRM-user they can't access it.

It is your choise to update the link to the Alien framework to the Github project or just ignore the forum.

Since the github link is on the steam page, I don't see the issue
Title: Re: [A17] Orassans 🐱
Post by: Canute on August 01, 2017, 08:44:40 AM
And i don't see the point why you don't use the github link. Except you get extra cash from steam to point at the steam page first.

Just made the DRM users happy, that they don't need to visit steam.
Title: Re: [A17] Orassans 🐱
Post by: mrsebseb on August 02, 2017, 04:34:02 PM
Quote from: Canute on August 01, 2017, 08:44:40 AM
And i don't see the point why you don't use the github link. Except you get extra cash from steam to point at the steam page first.

Just made the DRM users happy, that they don't need to visit steam.

Now, when asking people working on things for a community, for free, to do something. Not acting entitled, condescending and arrogant is the way to go. At least if your goal was to have them do as asked.

And if the non-DRM users are "too good" to so much as open up a steam page to get a link they can simply do without said mod.
That is entirely on them.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 03, 2017, 11:21:18 PM
Ok, I got it, and it works with other mods well.
And everything goes to alliance with GDI (Yea, TiberiumRim on!)
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 04, 2017, 07:46:23 PM
One more thing. Orassan can kite the Thrumbo without any boost,base is around 0,6 higher. Isn't it a little OP?
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on August 05, 2017, 10:32:29 AM
Quote from: kubolek01 on August 04, 2017, 07:46:23 PM
One more thing. Orassan can kite the Thrumbo without any boost,base is around 0,6 higher. Isn't it a little OP?
from my experience, Orassans are unbalanced and overpowered. it's no fun anymore.
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on August 05, 2017, 10:49:32 AM
Orassan start and storyteller are boringly OP, but their tech is relatively sane and makes decent late game tier if you compare it to many other mods. Just don't start with them.

Well, unless a mad rabbit attacks their caravan. Then they kill each other with cryo launchers, and you can loot a ton of top-tier guns and armors early.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 05, 2017, 04:20:45 PM
Found most expensive item in whole game. Legendary Orassan Rocket Launcher. Value:120k silver!
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on August 06, 2017, 06:38:28 AM
Quote from: kubolek01 on August 05, 2017, 04:20:45 PM
Found most expensive item in whole game. Legendary Orassan Rocket Launcher. Value:120k silver!
Sounds ridiculous, even for late game.
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on August 06, 2017, 10:46:08 AM
By the way, the bug with cryo launcher not causing aggression still exists.
Title: Re: [A17] Orassans 🐱
Post by: faltonico on August 06, 2017, 12:13:05 PM
Quote from: Montezuma on August 05, 2017, 10:32:29 AM
Quote from: kubolek01 on August 04, 2017, 07:46:23 PM
One more thing. Orassan can kite the Thrumbo without any boost,base is around 0,6 higher. Isn't it a little OP?
from my experience, Orassans are unbalanced and overpowered. it's no fun anymore.
I have fun slaughtering them though.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on August 07, 2017, 05:44:51 PM
Quote from: faltonico on August 06, 2017, 12:13:05 PM
Quote from: Montezuma on August 05, 2017, 10:32:29 AM
Quote from: kubolek01 on August 04, 2017, 07:46:23 PM
One more thing. Orassan can kite the Thrumbo without any boost,base is around 0,6 higher. Isn't it a little OP?
from my experience, Orassans are unbalanced and overpowered. it's no fun anymore.
I have fun slaughtering them though.
They're already here.
(https://i.ytimg.com/vi/15MqcNwkpq4/maxresdefault.jpg)
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 07, 2017, 07:38:42 PM
Uhm... time to eradicate them like Apocalypse Tank like to do?
Title: Re: [A17] Orassans 🐱
Post by: beeeboop on August 08, 2017, 05:55:17 PM
Could you make the various medical mod patches available through github or the forum itself? The RSBE maker has only released the various patches for alien races through steam, and I can't find the 17 EPOE patch for the Orassans anywhere. Besides that, great mod, man. It adds some nice variety to RimWorld colonists. I installed it for 16 and am now reinstalling for 17. The only issue that I noticed is that their immune systems are slightly stronger than humans'. A race of cold tolerant, claustrophillic shut-ins is more likely to have a weaker immune system. Maybe you could weaken their immune system and then give them a mood bonus for staying inside for long periods of time like nice housecats?
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on August 08, 2017, 06:00:29 PM
Quote from: beeeboop on August 08, 2017, 05:55:17 PM
The only issue that I noticed is that their immune systems are slightly stronger than humans'.
Are you sure? They have the same 100% immunity gain speed.
Title: Re: [A17] Orassans 🐱
Post by: sociallyawkwardsurvivor on August 11, 2017, 04:01:16 PM
I am having a strange issue.  I am still playing A16, with SKharcoremod (which includes orassansmod).  The bug is when i make a cat colonist in PrepareCarefullymod and then load it.  What happens is, PrepareCarefully creates a game and makes them ok, but all the skill stats are randomized again. It keeps traits,apparrel,weapons,animals etc.  but the skill #'s are randomly generated and fails to retain my custom setup.  Is this a known bug, is there a fix?
Title: Re: [A17] Orassans 🐱
Post by: Canute on August 12, 2017, 03:32:06 AM
Anything that  belong to Hardcore-SK you should post at Hardcore thread.
The dev's from Hardcore modified all mods to fit/work into the modpack, the original author can't do anything there.

The problem with Alien races and PC at Hardcore was known but didn't fixed. And since they use A17 now, you need to live with it. You can try to modify your pawn with dev. console or safegame edit (text editor).

Title: Re: [A17] Orassans 🐱
Post by: sociallyawkwardsurvivor on August 12, 2017, 11:20:41 AM
Quote from: Canute on August 12, 2017, 03:32:06 AM
Anything that  belong to Hardcore-SK you should post at Hardcore thread.
The dev's from Hardcore modified all mods to fit/work into the modpack, the original author can't do anything there.

The problem with Alien races and PC at Hardcore was known but didn't fixed. And since they use A17 now, you need to live with it. You can try to modify your pawn with dev. console or safegame edit (text editor).

Thought this might be the case.  I was considering doing a hotsave at colony start and then tweaking savgame data.   Thanks.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 13, 2017, 04:31:54 PM
Quote from: beeeboop on August 08, 2017, 05:55:17 PM
Could you make the various medical mod patches available through github or the forum itself? The RSBE maker has only released the various patches for alien races through steam, and I can't find the 17 EPOE patch for the Orassans anywhere. Besides that, great mod, man. It adds some nice variety to RimWorld colonists. I installed it for 16 and am now reinstalling for 17. The only issue that I noticed is that their immune systems are slightly stronger than humans'. A race of cold tolerant, claustrophillic shut-ins is more likely to have a weaker immune system. Maybe you could weaken their immune system and then give them a mood bonus for staying inside for long periods of time like nice housecats?

The EPOE patch is available on the nexus mods page (http://www.nexusmods.com/rimworld/mods/138/?)
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 26, 2017, 10:44:11 AM
I rethinked one thing. Creator, are you a Moon Studios rebel? (you know what I mean...)
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 26, 2017, 05:14:46 PM
Quote from: kubolek01 on August 26, 2017, 10:44:11 AM
I rethinked one thing. Creator, are you a Moon Studios rebel? (you know what I mean...)
No. I also didn't know what you meant without googling. Ori just happened to look like what I had imagined the most popular pet on Orassia to look like, so I used the name.

also...

Update 3: BodyAddon update for alien framework
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 27, 2017, 03:44:58 AM
Roger that. Just was interested why that... And why it is soo frail... Being useful only for haul ab pet purposes.
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on August 27, 2017, 01:22:23 PM
Looks like EPOE patch needs an update too.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 27, 2017, 01:28:32 PM
Quote from: Oblitus on August 27, 2017, 01:22:23 PM
Looks like EPOE patch needs an update too.

Just finished that
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on August 29, 2017, 04:44:11 AM
Finally noticed that even being fast, Orassans are weaker. Am I right? They seem to have around 50% less health than ordinary human.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on August 31, 2017, 12:43:14 PM
Quote from: kubolek01 on August 29, 2017, 04:44:11 AM
Finally noticed that even being fast, Orassans are weaker. Am I right? They seem to have around 50% less health than ordinary human.
They are about 25% weaker. This is intentional behaviour.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on September 02, 2017, 09:42:27 PM
Well... Still contapling what will this mod grow into... I mean what are you plans, Development Officer in exile :P?
Title: Re: [A14] Orassans
Post by: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
Title: Re: [A14] Orassans
Post by: Oblitus on September 13, 2017, 04:46:33 AM
Quote from: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
16 actually.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 13, 2017, 05:11:10 PM
Quote from: Oblitus on September 13, 2017, 04:46:33 AM
Quote from: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
16 actually.
In Rimworld, the youngest a pawn can be spawned in (that I've reliably seen) is 15, but I think you ~can~ get 14 year old pawns rarely.

The consent laws of the Orassan empire (simplified) are that any individuals within 2 years of each other can consent. Otherwise, they must be 15* or older.

*Orassans tend to mature faster than humans, especially in social aspects
Title: Re: [A14] Orassans
Post by: Oblitus on September 13, 2017, 05:18:51 PM
Quote from: Diana Winters on September 13, 2017, 05:11:10 PM
Quote from: Oblitus on September 13, 2017, 04:46:33 AM
Quote from: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
16 actually.
In Rimworld, the youngest a pawn can be spawned in (that I've reliably seen) is 15, but I think you ~can~ get 14 year old pawns rarely.

The consent laws of the Orassan empire (simplified) are that any individuals within 2 years of each other can consent. Otherwise, they must be 15* or older.

*Orassans tend to mature faster than humans, especially in social aspects
16 is hardcoded in game, unless you've patched it.
Title: Re: [A14] Orassans
Post by: Diana Winters on September 14, 2017, 12:19:38 AM
Quote from: Oblitus on September 13, 2017, 05:18:51 PM
Quote from: Diana Winters on September 13, 2017, 05:11:10 PM
Quote from: Oblitus on September 13, 2017, 04:46:33 AM
Quote from: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
16 actually.
In Rimworld, the youngest a pawn can be spawned in (that I've reliably seen) is 15, but I think you ~can~ get 14 year old pawns rarely.

The consent laws of the Orassan empire (simplified) are that any individuals within 2 years of each other can consent. Otherwise, they must be 15* or older.

*Orassans tend to mature faster than humans, especially in social aspects
16 is hardcoded in game, unless you've patched it.

I have definitely seen 15 year olds
Title: Re: [A14] Orassans
Post by: Oblitus on September 14, 2017, 02:17:13 AM
Quote from: Diana Winters on September 14, 2017, 12:19:38 AM
Quote from: Oblitus on September 13, 2017, 05:18:51 PM
Quote from: Diana Winters on September 13, 2017, 05:11:10 PM
Quote from: Oblitus on September 13, 2017, 04:46:33 AM
Quote from: lekslkr on September 12, 2017, 08:41:41 PM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
As long as they're 18.
16 actually.
In Rimworld, the youngest a pawn can be spawned in (that I've reliably seen) is 15, but I think you ~can~ get 14 year old pawns rarely.

The consent laws of the Orassan empire (simplified) are that any individuals within 2 years of each other can consent. Otherwise, they must be 15* or older.

*Orassans tend to mature faster than humans, especially in social aspects
16 is hardcoded in game, unless you've patched it.

I have definitely seen 15 year olds
Yes, pawns can be younger (seen 14 y.o.), but they can be romanced only when they are 16 or older.
Title: Re: [A17] Orassans 🐱
Post by: Kiame on September 24, 2017, 12:42:19 AM
Just a heads up to anyone who's wanted to use ChangeDresser with alien races. The beta version of ChangeDresser is adding compatibility. Currently adds the ability to change skin an hair color. Other pawn-modification actions will be coming.

https://ludeon.com/forums/index.php?topic=35632.msg365747#msg365747
Title: Re: [A17] Orassans 🐱
Post by: GrimTrigger on September 26, 2017, 03:20:57 PM
So... Ive not mated the orassans yet since I've downloaded the Children and Pregnancy mod, just curious if you have any intentions of doing an integration patch with that mod.  Would be neat to see a litter of kittens, maybe even have them mature faster than the human pawns, as you previously stated.
Title: Re: [A17] Orassans 🐱
Post by: Lennbolt7 on September 26, 2017, 06:57:04 PM
Quote from: GrimTrigger on September 26, 2017, 03:20:57 PM
So... Ive not mated the orassans yet since I've downloaded the Children and Pregnancy mod, just curious if you have any intentions of doing an integration patch with that mod.  Would be neat to see a litter of kittens, maybe even have them mature faster than the human pawns, as you previously stated.
I would like to see a patch with this as well.
Title: Re: [A14] Orassans
Post by: KnightsCross on September 27, 2017, 04:51:47 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
What the actual fuck?
Title: Re: [A14] Orassans
Post by: kubolek01 on September 27, 2017, 06:39:35 AM
Quote from: KnightsCross on September 27, 2017, 04:51:47 AM
Quote from: ithikari on July 28, 2016, 11:44:13 AM
Does that mean we can fuck cats now?
What the actual fuck?
Ah... NEVERMIND.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on September 29, 2017, 07:16:04 PM
Quote from: GrimTrigger on September 26, 2017, 03:20:57 PM
So... Ive not mated the orassans yet since I've downloaded the Children and Pregnancy mod, just curious if you have any intentions of doing an integration patch with that mod.  Would be neat to see a litter of kittens, maybe even have them mature faster than the human pawns, as you previously stated.
Maybe try to do it first to see if it works instead of assuming it needs a patch :p
P.s. if the patch needs C# I won't be able to make it myself
Title: Re: [A17] Orassans 🐱
Post by: GrimTrigger on September 30, 2017, 09:39:02 PM
Someone else confirmed that only the humans produce children, I think they mentioned cross-species relationships still spawned human children.  As far as what programming language would be required, I could not begin to tell you.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Title: Re: [A17] Orassans 🐱
Post by: sirgzu on October 03, 2017, 12:42:05 PM
Silly question, can orassans actually end up in relationships with humans or other alien races?
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 03, 2017, 05:52:08 PM
Quote from: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Don't you think they are overpowered enough?
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 04, 2017, 01:17:33 AM
Quote from: Montezuma on October 03, 2017, 05:52:08 PM
Quote from: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Don't you think they are overpowered enough?
Faster, but less durable. And their pets are erm... way too weak to use off base :P
Title: Re: [A17] Orassans 🐱
Post by: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 04, 2017, 02:29:32 PM
Quote from: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
Erm... ask Diana for old RAR, if current is down?
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 04, 2017, 06:49:30 PM
Quote from: kubolek01 on October 04, 2017, 01:17:33 AM
Quote from: Montezuma on October 03, 2017, 05:52:08 PM
Quote from: Diana Winters on October 03, 2017, 10:42:31 AM
Update 4: Misc tweaks. Orassans have a higher chance to dodge melee attacks.
Don't you think they are overpowered enough?
Faster, but less durable. And their pets are erm... way too weak to use off base :P
33 % faster than humans, can tolerate -60 °C naked, ResearchSpeed +20 %, baseBodySize -20 % making them harder to hit, not talking about the weapons.
All in all the most boring race to play with. I've started killing them all as soon as they enter my map. I'd at least expect their leather insulate more, that way they can only be used for chairs. At least my colonists don't complain about the taste of their meat.
Once I finish my current game, I'm removing this boring Mary-Sue / Gary-Stu race.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 04, 2017, 08:58:02 PM
Quote from: Montezuma on October 04, 2017, 06:49:30 PM

33 % faster than humans, can tolerate -60 °C naked, ResearchSpeed +20 %, baseBodySize -20 % making them harder to hit, not talking about the weapons.
All in all the most boring race to play with. I've started killing them all as soon as they enter my map. I'd at least expect their leather insulate more, that way they can only be used for chairs. At least my colonists don't complain about the taste of their meat.
Once I finish my current game, I'm removing this boring Mary-Sue / Gary-Stu race.
You can easily tweak their stats, though. It's as easy as looking through the xml files and editing them with a simple text editor because everything is pretty self-explanatory in those files, you don't really need any experience with any programming language or somesuch.
Title: Re: [A17] Orassans 🐱
Post by: Canute on October 05, 2017, 03:24:29 AM
Quote from: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
I just download the Orassans-138-17-04.rar
the latest release and don't got problems to open and extract it.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 06, 2017, 01:12:42 PM
Quote from: IHateRegistering on October 04, 2017, 08:58:02 PM
Quote from: Montezuma on October 04, 2017, 06:49:30 PM

33 % faster than humans, can tolerate -60 °C naked, ResearchSpeed +20 %, baseBodySize -20 % making them harder to hit, not talking about the weapons.
All in all the most boring race to play with. I've started killing them all as soon as they enter my map. I'd at least expect their leather insulate more, that way they can only be used for chairs. At least my colonists don't complain about the taste of their meat.
Once I finish my current game, I'm removing this boring Mary-Sue / Gary-Stu race.
You can easily tweak their stats, though. It's as easy as looking through the xml files and editing them with a simple text editor because everything is pretty self-explanatory in those files, you don't really need any experience with any programming language or somesuch.
I have no problem with changing stats, but I could expect from a mod author to at least mark his/her mod as game breaking and completely overpowered. No other race mod has such a Mary-Sue attitude.

They come from an ice world and have thick fur? Sure, make them superior to humans and let them endure up to + 26 °C. Ever wore a thick winter coat with outside temperatures above 20 °C?
Ice world ... Yeah, polar bears also vary in color.
Small cat people walking on two legs faster than a human? Sure, my kitty does the same.
Cat people with paws handling guns better than humanlike hands with fingers? Sure, absolutely believable.
If they are 50 % gay, it's not very likely they have a human like reproduction rate.
If they come from an ice planet, wouldn't their damage type of choice be fire instead of ice, when they can handle -60 °C?
And also heighten the research speed for no reason.
Also make them smaller so that they are harder to hit and even up the dodge chance – boring ...

No disadvantages, contradicting race backstory with "plot holes", sounds more like an episode of "Lost".
MARY-SUE!!
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 06, 2017, 01:25:11 PM
Quote from: Montezuma on October 06, 2017, 01:12:42 PM
I have no problem with changing stats, but I could expect from a mod author to at least mark his/her mod as game breaking and completely overpowered. No other race mod has such a Mary-Sue attitude.
Xen's races are much more OP. They are even faster than orassans and tougher than humans. And orassan's gear is one of the sanest from endgame tier stuff mods. So, while hell op compared to vanilla, they are not that op with other mods, especially ones adding more difficulty.

Only thing I have issues with is cryo launcher which is using broken frostbite damage.

Quote from: Montezuma on October 06, 2017, 01:12:42 PM
They come from an ice world and have thick fur? Sure, make them superior to humans and let them endure up to + 26 °C. Ever wore a thick winter coat with outside temperatures above 20 °C?
Ice world ... Yeah, polar bears also vary in color.
If they come from an ice planet, wouldn't their damage type of choice be fire instead of ice, when they can handle -60 °C?
Reasonable.

Quote from: Montezuma on October 06, 2017, 01:12:42 PM
Small cat people walking on two legs faster than a human? Sure, my kitty does the same.
Cat people with paws handling guns better than humanlike hands with fingers? Sure, absolutely believable.
Small creatures tend to move faster. And human legs are not very good at running. Good at standing, yes, but not running. Modern prosthetics for both legs often looks a lot like a digitigrade animal leg.
They are anthropomorphic with humanlike hands.

Quote from: Montezuma on October 06, 2017, 01:12:42 PM
If they are 50 % gay, it's not very likely they have a human like reproduction rate.
You are assuming human-level gestation time and single offspring per pregnancy. If they have 3-4 per litter, having relatives who can help can be a great benefit.

Quote from: Montezuma on October 06, 2017, 01:12:42 PM
Also make them smaller so that they are harder to hit and even up the dodge chance – boring ...
A smaller size is both benefit and problem; orassans are more fragile.
Title: Re: [A17] Orassans 🐱
Post by: tonsrd on October 06, 2017, 09:07:37 PM
Quote from: Canute on October 05, 2017, 03:24:29 AM
Quote from: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
I just download the Orassans-138-17-04.rar
the latest release and don't got problems to open and extract it.

what version of WinRAR do you have ( I have 3.8 not updated it in years )

ive re-dl mod from nnm still saying "incomplete" etc etc, 7zip sez can not open "archive" this is the only mod/download ive got this problem with
Title: Re: [A17] Orassans 🐱
Post by: Canute on October 07, 2017, 02:18:17 AM
Quote from: tonsrd on October 06, 2017, 09:07:37 PM
Quote from: Canute on October 05, 2017, 03:24:29 AM
Quote from: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
I just download the Orassans-138-17-04.rar
the latest release and don't got problems to open and extract it.

what version of WinRAR do you have ( I have 3.8 not updated it in years )

ive re-dl mod from nnm still saying "incomplete" etc etc, 7zip sez can not open "archive" this is the only mod/download ive got this problem with
I got 7-zip 64 bit, 15.14.
And since you are the only one who reported this problems so far, i think there is a problem at your side.
Maybe try a different brower first.

Title: Re: [A17] Orassans 🐱
Post by: tonsrd on October 07, 2017, 08:51:19 AM
Quote from: Canute on October 07, 2017, 02:18:17 AM
Quote from: tonsrd on October 06, 2017, 09:07:37 PM
Quote from: Canute on October 05, 2017, 03:24:29 AM
Quote from: tonsrd on October 04, 2017, 01:36:07 PM
downloaded from nnm 2day unable to extract files from .rar file is broken / unkown.

tried opening with 7zip.
tried downloading again a few later ( same result )
I just download the Orassans-138-17-04.rar
the latest release and don't got problems to open and extract it.

what version of WinRAR do you have ( I have 3.8 not updated it in years )

ive re-dl mod from nnm still saying "incomplete" etc etc, 7zip sez can not open "archive" this is the only mod/download ive got this problem with
I got 7-zip 64 bit, 15.14.
And since you are the only one who reported this problems so far, i think there is a problem at your side.
Maybe try a different brower first.

fixed problem by un-installing WinRAR 3.8 and installed latest 5.5
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 07, 2017, 08:57:27 AM
Quote from: Oblitus on October 06, 2017, 01:25:11 PM
Quote from: Montezuma on October 06, 2017, 01:12:42 PM
Small cat people walking on two legs faster than a human? Sure, my kitty does the same.
Cat people with paws handling guns better than humanlike hands with fingers? Sure, absolutely believable.
Small creatures tend to move faster. And human legs are not very good at running. Good at standing, yes, but not running. Modern prosthetics for both legs often looks a lot like a digitigrade animal leg.
They are anthropomorphic with humanlike hands.
Small creatures may be good sprinters, but they can't keep that speed up for long. Usain Bolt also only measures 5 feet, because he is the fastest man alive.
Humanlike hands + claws? Mary-Sue ...

Quote from: Oblitus on October 06, 2017, 01:25:11 PM
Quote from: Montezuma on October 06, 2017, 01:12:42 PM
If they are 50 % gay, it's not very likely they have a human like reproduction rate.
You are assuming human-level gestation time and single offspring per pregnancy. If they have 3-4 per litter, having relatives who can help can be a great benefit.
So more offspring on a scarce ice world + super human intelligence. The more intelligent a race is the longer a pregnancy takes the less offspring it has. It's contradicting, but sounds like another case for Mary-Sue. 
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 07, 2017, 09:18:17 AM
Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Small creatures may be good sprinters, but they can't keep that speed up for long. Usain Bolt also only measures 5 feet, because he is the fastest man alive.
Wolf can run 80 kilometers without a rest and can sprint at 60-80 km/h. Felines tend to be worse at running, but better at sprinting.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Humanlike hands + claws?
Retractable claws, what is wrong with it?

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
The more intelligent a race is the longer a pregnancy takes the less offspring it has.
It's not a strict rule.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
So more offspring on a scarce ice world
If only part of population is directly participating in reproduction.

Also, you are forgetting one thing: this is a space age race. So genetic engeneering can be widely used.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 07, 2017, 12:10:41 PM
Quote from: Oblitus on October 07, 2017, 09:18:17 AM
Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Small creatures may be good sprinters, but they can't keep that speed up for long. Usain Bolt also only measures 5 feet, because he is the fastest man alive.
Wolf can run 80 kilometers without a rest and can sprint at 60-80 km/h. Felines tend to be worse at running, but better at sprinting.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
Humanlike hands + claws?
Retractable claws, what is wrong with it?

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
The more intelligent a race is the longer a pregnancy takes the less offspring it has.
It's not a strict rule.

Quote from: Montezuma on October 07, 2017, 08:57:27 AM
So more offspring on a scarce ice world
If only part of population is directly participating in reproduction.

Also, you are forgetting one thing: this is a space age race. So genetic engeneering can be widely used.
Mary-Sue!
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 07, 2017, 04:33:18 PM
Calm down Mr. Montezuma. All you're doing is making a scene to get attention (which I will happily provide.) If you really felt that this mod is ~so OP and I'll never gonna use it again~ like you imply, then you'd just uninstall it and leave it at that.

But to address your arguments... as Oblitus had stated, they do have litters of children and have a fairly low average rate of reproduction due to the high rate of homosexuality (especially in females, but I couldn't model for that in RW.) Due to this, there are heavy incentives (provided by the government) to have children in the Orassan Empire in times where more manpower was needed. You are also implying that their home planet has the same evolutionary pressures as Earth when it clearly doesn't.

As for the claws; do you think the Khajiit from the Elder Scrolls series is a mary sue/OP race?

The intelligence is supposed to just be for sociology/biology (this race was originally from a playthrough of Stellaris; having the "natural sociologists" trait), but I couldn't model for that in RW

Their home planet isn't completely covered in ice either; it has bands of vegetation around the equator (though I can understand the confusion) which result in varying coat colors depending on when you live on the planet. Life in caves would result in grey coat colors, life in the more vegetation rich areas would result in a brown/red coat color, life in industrial regions could result in a black coat color later in evolutionary history. However, the most common coat color is white. You are also forgetting that different coat colors can also be sexually selected for, or modified with genetic engineering.

Cryogenic weapons were developed to combat their first major enemy; a race of amphibians that lived on oceanic worlds and was weak to the cold.

p.s. The EPOE patch has a hotfix that fixes the issue with hair mods
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 07, 2017, 04:41:48 PM
Quote from: sirgzu on October 03, 2017, 12:42:05 PM
Silly question, can orassans actually end up in relationships with humans or other alien races?
Also yes, they can
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 08, 2017, 06:59:51 PM
Hi Diana, I wasn't looking for attention, I was looking for a fun race to play with. I've stated my arguments. I'll be removing them as soon as I'm finished with my current playthrough.
I've wrote a mini mod called cat AIDS which takes care of them within a few hours as soon as they enter the map. Now it's fun!

/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 08, 2017, 11:39:28 PM
Quote from: Montezuma on October 08, 2017, 06:59:51 PM
Hi Diana, I wasn't looking for attention, I was looking for a fun race to play with. I've stated my arguments. I'll be removing them as soon as I'm finished with my current playthrough.
I've wrote a mini mod called cat AIDS which takes care of them within a few hours as soon as they enter the map. Now it's fun!

/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?

So the kitties don't spawn with it. I also recommend you not be so hostile.
Title: Re: [A17] Orassans 🐱
Post by: Ramsis on October 09, 2017, 12:04:38 AM
Quote from: Montezuma on October 08, 2017, 06:59:51 PM
Hi Diana, I wasn't looking for attention, I was looking for a fun race to play with. I've stated my arguments. I'll be removing them as soon as I'm finished with my current playthrough.
I've wrote a mini mod called cat AIDS which takes care of them within a few hours as soon as they enter the map. Now it's fun!

/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?

I'm with Diana on this one, kinda on the rude side and it won't be tolerated here.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 09, 2017, 12:59:20 AM
Quote from: Diana Winters on October 08, 2017, 11:39:28 PM
Quote from: Montezuma on October 08, 2017, 06:59:51 PM
Hi Diana, I wasn't looking for attention, I was looking for a fun race to play with. I've stated my arguments. I'll be removing them as soon as I'm finished with my current playthrough.
I've wrote a mini mod called cat AIDS which takes care of them within a few hours as soon as they enter the map. Now it's fun!

/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?

So the kitties don't spawn with it. I also recommend you not be so hostile.
Agree. Bombardmebt from the orbit will end an entire map in minutes. Bombs of radius around 8 and 100 dmg... Oopsy!
Title: Re: [A17] Orassans 🐱
Post by: wedekit on October 09, 2017, 06:45:06 AM
I'm afraid I have to agree with some of these recent critiques regarding the Orassan.

There are no counterbalancing elements against all these Orassan perks... There's a .05% decrease in mining speed, but otherwise nothing. There are plenty of things you could do to balance this all out. You can go back and forth and argue about hypothetical alien races and how they've developed or "evolved" on their worlds... but the fact of the mater is they've been designed after a family of animals found on Earth (cats), they use weapons peculiarly similar in design to Earth weapons, and their clothing/armor designed are so very similar to Earth designs as well. So arguments of "well they're alien" slowly start losing the ability to hold water when you start isolating all the elements that are so very "Earth" in perspective. To think all ranged weaponry would look the same throughout the galaxy is just silly, in my opinion.


  • Reduce any number of things concerning ranged combat (think about how you have to position your hands to pull a trigger and the mechanics behind a humanoid with retractable claws). Orassan weapons can be designed to accommodate their own hands (paws?), but regular weapons found in the game would not.
  • Limit or nix their ability to use growing and make them carnivores in diet. If they have claws and fangs, it's not a stretch to believe their bodies are designed process only meat.
  • If they have problems mining, chances are they'll have troubles with human construction and repairing. The base game is about humans and their buildings, structures, items, and other designs. A .05 decrease in effectiveness is hardly a counterbalance for their high innate melee damage, for the record.
  • Greatly increase the likelihood of the trait "night owl." Cat species are often nocturnal. Cats (minus lions) are also not pack animals. It would be fitting for them to be up at night while everyone else is asleep, doing their own thing.
  • Increase their chances of getting into social fights with other colonists. Cats don't really care to be agreeable. It's why I find domestic cats so charming.

The list can go on, but the point is the focus so far has been only on positive things and nothing about negative. That's why this "mary sue" terminology has been thrown into the mix. Think of the Asari from Mass Effect... They are supposed to be this genderless science-focused alien race... but they have pretty faces and big breasts (even though they aren't mammals...). Oh, and they can mate with every species in the galaxy. And refer to their leaders as matriarchs... But they're genderless.

Based on what I see right now, I have to agree with many of the critiques regarding the "mary sue" (or "author's pet") elements. Beautiful, smart (research speed), nudist, innate high melee damage, and gay. Not to mention the recent admission by the author that, true to heteronormative tradition, the females would be the gay ones if they could support it with coding... All that's missing is maid outfits for those that bother to wear clothes. 
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 08:13:02 AM
Quote from: Diana Winters on October 08, 2017, 11:39:28 PM
Quote from: Montezuma on October 08, 2017, 06:59:51 PM
/EDIT: Is there a special reason why you're removing the PowerArmor from the Spacer faction without mentioning it in the mod description?

So the kitties don't spawn with it. I also recommend you not be so hostile.
I don't like my game being altered without any mentioning and additionally weakening the Spacer faction in general.
There are other ways to not let the Power Armor spawn on your cat people, e.g. the Borg race manages to let Borg armor spawn only on Borg.

Nothing to add, enough said. Have fun.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 09, 2017, 08:26:36 AM
Quote from: wedekit on October 09, 2017, 06:45:06 AM
I'm afraid I have to agree with some of these recent critiques regarding the Orassan.

There are no counterbalancing elements against all these Orassan perks... There's a .05% decrease in mining speed, but otherwise nothing. There are plenty of things you could do to balance this all out. You can go back and forth and argue about hypothetical alien races and how they've developed or "evolved" on their worlds... but the fact of the mater is they've been designed after a family of animals found on Earth (cats), they use weapons peculiarly similar in design to Earth weapons, and their clothing/armor designed are so very similar to Earth designs as well. So arguments of "well they're alien" slowly start losing the ability to hold water when you start isolating all the elements that are so very "Earth" in perspective. To think all ranged weaponry would look the same throughout the galaxy is just silly, in my opinion.


  • Reduce any number of things concerning ranged combat (think about how you have to position your hands to pull a trigger and the mechanics behind a humanoid with retractable claws). Orassan weapons can be designed to accommodate their own hands (paws?), but regular weapons found in the game would not.
  • Limit or nix their ability to use growing and make them carnivores in diet. If they have claws and fangs, it's not a stretch to believe their bodies are designed process only meat.
  • If they have problems mining, chances are they'll have troubles with human construction and repairing. The base game is about humans and their buildings, structures, items, and other designs. A .05 decrease in effectiveness is hardly a counterbalance for their high innate melee damage, for the record.
  • Greatly increase the likelihood of the trait "night owl." Cat species are often nocturnal. Cats (minus lions) are also not pack animals. It would be fitting for them to be up at night while everyone else is asleep, doing their own thing.
  • Increase their chances of getting into social fights with other colonists. Cats don't really care to be agreeable. It's why I find domestic cats so charming.

The list can go on, but the point is the focus so far has been only on positive things and nothing about negative. That's why this "mary sue" terminology has been thrown into the mix. Think of the Asari from Mass Effect... They are supposed to be this genderless science-focused alien race... but they have pretty faces and big breasts (even though they aren't mammals...). Oh, and they can mate with every species in the galaxy. And refer to their leaders as matriarchs... But they're genderless.

Based on what I see right now, I have to agree with many of the critiques regarding the "mary sue" (or "author's pet") elements. Beautiful, smart (research speed), nudist, innate high melee damage, and gay. Not to mention the recent admission by the author that, true to heteronormative tradition, the females would be the gay ones if they could support it with coding... All that's missing is maid outfits for those that bother to wear clothes.
I mean there's certainly room for discussion here but instead of arguing back and forth you could also make your own tweaks to the race so you can modify them more to your liking. It's much more productive than trying to convince the mod author that your idea is the better one. I agree that races like the Xenn and Orassans are overpowered and further trivialize a game that can already be easily trivialized but you either fix it yourself or you stop using them.
Title: Re: [A17] Orassans 🐱
Post by: DiamondBorne on October 09, 2017, 08:54:20 AM
Quote from: Montezuma on October 09, 2017, 08:13:02 AM
I don't like my game being altered without any mentioning and additionally weakening the Spacer faction in general.
There are other ways to not let the Power Armor spawn on your cat people, e.g. the Borg race manages to let Borg armor spawn only on Borg.

Nothing to add, enough said. Have fun.

I'm too late for this argument and there's no point in slinging more dirt at the others anyway. Both side has their own merits. But if what Montezuma said is true, that Spacer can no longer spawn with PA then that is no good. Instead of saying this mod is bad, can we have something of a 'simplified' patch or a fix to make things as vanilla as possible? (nvm billions of mods i'm using ^_^)
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 10:53:45 AM
Quote from: Montezuma on October 09, 2017, 08:13:02 AM
<snip>
I don't like my game being altered without any mentioning and additionally weakening the Spacer faction in general.
<snip>

In the vanilla gane at least, I have never seen spacer pawns spawn with power armor, or much at all to begin with, so you are litteraly just trying to find problems that do not exist.

As for wedekit's critiques; the 5% slower mining speed is to acknowledge the "weak" trait they have in Stellaris, as is the lower body part health they have.

In any case, it's up to the user to decide if they want to use a mod or not. It is unlikely that you will persuade me to alter my mod in any significant way, so it is up to you to either quit using it or to make a patch for it.
Title: Re: [A17] Orassans 🐱
Post by: Goldenpotatoes on October 09, 2017, 11:55:36 AM
Removing a source for one of the most powerful vanilla armors under the guise of 'well i've never seen them spawn with it' and proceeding to not even mention it as a change is pretty dumb.

Title: Re: [A17] Orassans 🐱
Post by: DiamondBorne on October 09, 2017, 12:30:08 PM
Now now now let's just please buried this toxic discussion shall we? I already got it that Orassan race was meant to be your creation. It's your mod, your lore, you can do whatever you want with it. I loves variety in my game, i used your mod and i really loves it. But now the problem reveal itself: your mod prevent PA from appearing on Spacer faction. All i asked is to have a small patch to ensure maximum compatibility. Please understand your fans who have 100+ mods running at once. And from the looks of things, it shouldn't even be that hard, it might be just 1 or 2 lines of codes. I would do it already if i know how, but i'm just start learning how to mod so it's not easy for me. So please pretty please?  :-*
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 02:16:11 PM
Quote from: DiamondBorne on October 09, 2017, 12:30:08 PM
Now now now let's just please buried this toxic discussion shall we? I already got it that Orassan race was meant to be your creation. It's your mod, your lore, you can do whatever you want with it. I loves variety in my game, i used your mod and i really loves it. But now the problem reveal itself: your mod prevent PA from appearing on Spacer faction. All i asked is to have a small patch to ensure maximum compatibility. Please understand your fans who have 100+ mods running at once. And from the looks of things, it shouldn't even be that hard, it might be just 1 or 2 lines of codes. I would do it already if i know how, but i'm just start learning how to mod so it's not easy for me. So please pretty please?  :-*

Just delete the patches folder. But since no one noticed till that guy pointed it out, despite it being like this for the entire existence of the mod, I don't think it's much of an issue.

All the patch does is remove the "spacer" tag from power armor. I have still seen pirates spawn with it (in vanilla and with my mod active) but have never seen spacers spawn with it (this is likely due to them not having a high enough "budget" for them to spawn with it)

I will also note that this mod used to completely overwrite the power armor def and there were no complaints.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 09, 2017, 02:33:31 PM
Speaking of which, im my last colony with Combat Extended I didn't use Orassans since they're not compatible with each other and one guy in the ancient danger crypto casket actually spawned with power armor. It's pretty much always a one time thing in each game since there aren't that many ancient dangers in a given map (usually 1 iirc) so it probably wasn't mentioned because no one realized this had anything to do with the Orassans, after all you wouldn't expect a mod that adds entirely new content to modify the vanilla game without mentioning it.
Title: Re: [A17] Orassans 🐱
Post by: BlueTressym on October 09, 2017, 03:02:44 PM
Whether or not the Orassans are a problem is a matter of perspective. Are they powerful?  Yes.  Too powerful compared to vanilla factions?  Quite possibly.  However, they exist to be used or not based on the style of game you prefer.  If you don't like games that include races or items you see as 'OP' or 'Unrealistic' then don't use this mod.  Yes, I do realise that removing them from a game in progress would break things but I find it hard to believe their very existence makes a game unendurable unless you've been silly enough to annoy the faction.  If you have, that was your choice. 

Some people do enjoy a game with various things in that others see as slightly, or in some cases ridiculously, OP or plain silly. 

As for the power armour issue, the author has already suggested a way in which this can be remedied for those who feel it is a bad thing.  If there is a way in which the kitties can be made to spawn without it that doesn't affect the entire Spacer faction, maybe the author will adopt it but that's up to her.     

Personally, I'm more concerned by the fact that my kitties have no tails.  Rah seems to have fixed the XML error in the RBSE patch that was causing the issue, but something still seems to be causing the tails and/or portraits to disappear. 
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 03:05:46 PM
Quote from: IHateRegistering on October 09, 2017, 02:33:31 PM
... so it probably wasn't mentioned because no one realized this had anything to do with the Orassans, after all you wouldn't expect a mod that adds entirely new content to modify the vanilla game without mentioning it.

It might have something to do with the fact that Orassans have 10x more apparelMoney than regular pawns.


OrassanGrenadier
<apparelMoney>
<min>5000</min>
<max>10000</max>
</apparelMoney>

OrassanRefugee
<apparelMoney>
<min>1000</min>
<max>3000</max>
</apparelMoney>

in contrast to

Pirate (Human)
<apparelMoney>
<min>500</min>
<max>1100</max>
</apparelMoney>


Quote from: Diana Winters on October 09, 2017, 02:16:11 PM
Just delete the patches folder. But since no one noticed till that guy pointed it out, despite it being like this for the entire existence of the mod, I don't think it's much of an issue.

All the patch does is remove the "spacer" tag from power armor. I have still seen pirates spawn with it (in vanilla and with my mod active) but have never seen spacers spawn with it (this is likely due to them not having a high enough "budget" for them to spawn with it)

I will also note that this mod used to completely overwrite the power armor def and there were no complaints.
Maybe no one took a deeper look at the source files before. Just because there's a lower probability for Spacers to spawn with a PA, it doesn't mean that it's not happening at all. "Not much of an issue" obviously means to you changing the balance of the game and weakening all other factions without mentioning it.

Quote from: IHateRegistering on October 09, 2017, 08:26:36 AM
I mean there's certainly room for discussion here but instead of arguing back and forth you could also make your own tweaks to the race so you can modify them more to your liking.

Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 09, 2017, 03:06:33 PM
I'm planning to make pros and cons for both Orassans and their pets, Oris. Basically, I think they are balanced, I feel they fall much quicker than humans. It's 25 percent less health...
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 03:31:19 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM

<snip>
Maybe no one took a deeper look at the source files before. Just because there's a lower probability for Spacers to spawn with a PA, it doesn't mean that it's not happening at all. "Not much of an issue" obviously means to you changing the balance of the game and weakening all other factions without mentioning it.
<snip>

It is "weakening" a single faction that you can scarcely interact with, not every faction.

As for budgets; of course, a soldier from an interstellar empire will have a higher budget than a pirate. The high budget for Orassan civilians is due to the materials of their clothing (Hyperweave/synththread clothing is expensive, especially if it is above normal quality)
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 09, 2017, 03:55:31 PM
If they can afford wasting their anti-bunker weaponry from battleships to take out a small community, they ARE really rich, all.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 04:01:39 PM
Quote from: kubolek01 on October 09, 2017, 03:55:31 PM
If they can afford wasting their anti-bunker weaponry from battleships to take out a small community, they ARE really rich, all.
There are plenty of barren planets to get resources from...
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 09, 2017, 04:09:55 PM
While Orassia is looking like Swiss Cheese due to mineshafts, whole Universe awaits to dig out! So we are right!;)
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 09, 2017, 04:20:27 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
You were sperging out because you didn't like the balance (or rather lack thereof) this mod provides, the issue that this mod here actually modifies vanilla values came up later and I'd actually agree that this is a thing that shouldn't happen. But again, your initial temper tantrum as well as your cats AIDS """mod""" were because of the balance issues you had with the mod. Which again, can be easily rectified by modifying the race .xml. You are just moving the goalposts now.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 05:00:14 PM
Quote from: IHateRegistering on October 09, 2017, 04:20:27 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
You were sperging out because you didn't like the balance (or rather lack thereof) this mod provides, the issue that this mod here actually modifies vanilla values came up later and I'd actually agree that this is a thing that shouldn't happen. But again, your initial temper tantrum as well as your cats AIDS """mod""" were because of the balance issues you had with the mod. Which again, can be easily rectified by modifying the race .xml. You are just moving the goalposts now.
Because of the (not functional) balancing I started to scratch on the surface, and found some profound changes additionally to vanilla.
As I can't remove races from my current game, I came up with something that deals with the problem my way. As the Orassan mod author explained "Don't use it if you don't like it".

I expect mod authors to either integrate their visions in a non-disturbing way so I can enjoy my game, or at least mark their mods as "fun mods", "cheat mods" or "overpowered". Constantly coming up with some lore which explains non-sense helps in no way and shows that the author can't deal with constructive criticism. "No one noticed till now" is not really a satisfying answer, it just shows that the author doesn't care.

And for the last time: I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 05:12:18 PM
Quote from: Montezuma on October 09, 2017, 05:00:14 PM
Quote from: IHateRegistering on October 09, 2017, 04:20:27 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Yes, absolutely. I love going through all my mods and find out which ones remove basic stuff from vanilla (and also all other mods which rely on the vanilla tags).

It's basically my fault, I totally get it. Thank you all.
You were sperging out because you didn't like the balance (or rather lack thereof) this mod provides, the issue that this mod here actually modifies vanilla values came up later and I'd actually agree that this is a thing that shouldn't happen. But again, your initial temper tantrum as well as your cats AIDS """mod""" were because of the balance issues you had with the mod. Which again, can be easily rectified by modifying the race .xml. You are just moving the goalposts now.
Because of the (not functional) balancing I started to scratch on the surface, and found some profound changes additionally to vanilla.
As I can't remove races from my current game, I came up with something that deals with the problem my way. As the Orassan mod author explained "Don't use it if you don't like it".

I expect mod authors to either integrate their visions in a non-disturbing way so I can enjoy my game, or mark their mods as "fun mods", "cheat mods" or "overpowered". Constantly coming up with some lore which explains non-sense helps in no way and shows that the author can't deal with constructive criticism. "No one noticed till now" is not really a satisfying answer, it just shows that the author doesn't care.

And for the last time: I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
If you think it's OP then don't use it. For the last time, stop telling me to alter my mod for ~your~ specific tastes. It is not my job to make sure my mod is up to your specific specifications. You are not paying for this mod to be paid, so don't expect it to be absolutely balanced and polished work of code.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 05:17:48 PM
Quote from: Diana Winters on October 09, 2017, 05:12:18 PM
If you think it's OP then don't use it. For the last time, stop telling me to alter my mod for ~your~ specific tastes. It is not my job to make sure my mod is up to your specific specifications. You are not paying for this mod to be paid, so don't expect it to be absolutely balanced and polished work of code.
As I stated earlier, I'll be removing this mod as soon as I finish my game.
Thank you for your opinion.
Title: Re: [A17] Orassans 🐱
Post by: Jdalt40 on October 09, 2017, 05:23:38 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
First off, nobody has changed anything behind your back, you are acting incredibly arrogant by saying this as authors have no obligation to fulfil your needs or to exercise care in making a mod. There is no negligence torts for mods, so if you don't like it, don't use it.

Second off, you are the person that has it installed, the author has no obligation to feed your likes or dislikes and can do whatever they want with it. If you don't like this, you can change it back in the XML. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 05:39:01 PM
Quote from: Jdalt40 on October 09, 2017, 05:23:38 PM
There is no negligence torts for mods, so if you don't like it, don't use it.

Quote from: Montezuma on October 09, 2017, 05:17:48 PM
As I stated earlier, I'll be removing this mod as soon as I finish my game.

Quote from: Jdalt40 on October 09, 2017, 05:23:38 PM
Second off, you are the person that has it installed, the author has no obligation to feed your likes or dislikes and can do whatever they want with it. If you don't like this, you can change it back in the XML. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.

Quote from: Montezuma on October 09, 2017, 05:00:14 PM
I expect mod authors to either integrate their visions in a non-disturbing way so I can enjoy my game, or at least mark their mods as "fun mods", "cheat mods" or "overpowered".

Quote from: Montezuma on October 09, 2017, 03:05:46 PM
Just stop constantly suggesting me to edit xml files. Thank you.

Thank you for your opinion.

Title: Re: [A17] Orassans 🐱
Post by: Goldenpotatoes on October 09, 2017, 05:45:56 PM
I believe the moral of the story here is to document what the mod does and if it happens to change base game values in the OP.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 06:02:14 PM
Quote from: Goldenpotatoes on October 09, 2017, 05:45:56 PM
I believe the moral of the story here is to document what the mod does and if it happens to change base game values in the OP.
That would only be the moral if the mod completely broke the base game. It does not.
Title: Re: [A17] Orassans 🐱
Post by: RequiemFang on October 09, 2017, 06:40:40 PM
Wow lot of drama going on here  :o anyways... great mod, Diana mod what you love and not what others want ;) Never let others dictate the direction your mod should go.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 09, 2017, 06:49:16 PM
Quote from: Montezuma on October 09, 2017, 05:00:14 PM
And for the last time: I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
I won't because this will fix your initial problem you had with the balance of the mod. You don't need to remove a race from a running game if you can easily tweak it to your liking. As for the changes regarding vanilla, I agree totally - no mod should tinker around with things nobody would expect. If I download a mod that changes work orders and such, I neither expect nor want this mod to change the stats of say, animals. The argument that it doesn't break too much is pointless because if every mod author would hide some changes to the core game in their mod you'd have a real mess at your hands because everything would conflict with everything. But again, you have two issues and you move the goalposts between those two, your original issue was with the balance, the second you brought up was the ninja-changes to the core game. The first one is subjective and can be easily changed, the second one can also be changed but since it's a hidden change that is not featured in the description of the mod nobody would really know about it.

However, neither of these issues justifies you being a sperglord, sorry. If you wouldn't be so edgy about everything would be just fine. But no, you just had to unleash your inner 14year old on the world.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 06:55:05 PM
Quote from: IHateRegistering on October 09, 2017, 06:49:16 PM
<snip>
...the second one can also be changed but since it's a hidden change that is not featured in the description of the mod nobody would really know about it.
I'm pretty sure I mentioned it sometime in the A14 patch notes but have since snipped those from the notes, but I guess I could add it as a footnote. But seriously, the way you guys phrase it as if it's a malicious edit that totally breaks the game.
Title: Re: [A17] Orassans 🐱
Post by: DiamondBorne on October 09, 2017, 07:48:19 PM
Quote from: Diana Winters on October 09, 2017, 02:16:11 PM
Just delete the patches folder. But since no one noticed till that guy pointed it out, despite it being like this for the entire existence of the mod, I don't think it's much of an issue.

All the patch does is remove the "spacer" tag from power armor. I have still seen pirates spawn with it (in vanilla and with my mod active) but have never seen spacers spawn with it (this is likely due to them not having a high enough "budget" for them to spawn with it)

I will also note that this mod used to completely overwrite the power armor def and there were no complaints.

Thank you for pointing out the solution. (^_^)/

And please Montezuma, i understand your frustration but you can't just download a catgirl mod and expect it to be completely balanced. It's a common knowledge that catgirl is perfect, infact they're too perfect for this world. That's why Mother Earth or Big G never give us one.

If you think catgirls are too perfect for your(emphasize on your) Rimworld then. Instead of keep doing this pointless shouting, why don't you edit their stats or better yet, release a "rebalanced" version for us too? And i'm sure Diana wouldn't mind a small derivative work. This is not a sarcasm or anything. You can contribute to the community too and there might be many who agreed with you about Orassan being OP but currently, the way you addressing the situation makes you sound extremely rude. Let's keep it civil shall we?
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 09, 2017, 07:50:17 PM
Quote from: IHateRegistering on October 09, 2017, 06:49:16 PM
As for the changes regarding vanilla, I agree totally - no mod should tinker around with things nobody would expect. If I download a mod that changes work orders and such, I neither expect nor want this mod to change the stats of say, animals. The argument that it doesn't break too much is pointless because if every mod author would hide some changes to the core game in their mod you'd have a real mess at your hands because everything would conflict with everything.
Just edit the xml files if you don't like it. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 09, 2017, 08:30:29 PM
Quote from: Diana Winters on October 09, 2017, 06:55:05 PM

I'm pretty sure I mentioned it sometime in the A14 patch notes but have since snipped those from the notes, but I guess I could add it as a footnote. But seriously, the way you guys phrase it as if it's a malicious edit that totally breaks the game.
If you only have this mod active one small change wouldn't be a problem but imagine if every mod author would add these small changes to their mods.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 08:34:25 PM
Quote from: IHateRegistering on October 09, 2017, 08:30:29 PM
Quote from: Diana Winters on October 09, 2017, 06:55:05 PM

I'm pretty sure I mentioned it sometime in the A14 patch notes but have since snipped those from the notes, but I guess I could add it as a footnote. But seriously, the way you guys phrase it as if it's a malicious edit that totally breaks the game.
If you only have this mod active one small change wouldn't be a problem but imagine if every mod author would add these small changes to their mods.
A lot of them do
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 09, 2017, 11:51:24 PM
Update 5: Backstories added. Several were written by AuraKnight
Title: Re: [A17] Orassans 🐱
Post by: Jdalt40 on October 09, 2017, 11:52:28 PM
If this was the case, my Raiderpedes mod would be extremely hated. Since they overwrite the pirate faction def to put them as a pawn in the raids. However nobody noticed this. In reality small changes are good since they really don't impact much.


Edit: However this entire argument was stupid and to think that it wasted over 7 hours of everybody in the argument's time is ludicrous.
Title: Re: [A17] Orassans 🐱
Post by: tonsrd on October 10, 2017, 12:24:18 AM
Quote from: Jdalt40 on October 09, 2017, 11:52:28 PM
If this was the case, my Raiderpedes mod would be extremely hated. Since they overwrite the pirate faction def to put them as a pawn in the raids. However nobody noticed this. In reality small changes are good since they really don't impact much.


Edit: However this entire argument was stupid and to think that it wasted over 7 hours of everybody in the argument's time is ludicrous.

this argument could of been solved simply by the first post stating what the mod adds and removes like 7 guns....
+adds cat faction
+adds cat trader ( that's richer than vanilla )
+adds weapons ( stronger than glittertech )
+adds armour
+adds catnip
+adds cat pet
-removes spacer tag from power armour

This mod/cats/guns/armour/trader = fits in my "Modded World"
I have 100 mods installed adding 6+ factions
(SW rebels, SW empire, Chickens WarMongels, Glitter Tech, USCM, Uscm-Xeno "Aliens", cats, vanilla tribals,pirates, spacers)

To some others it might not fit but a person could argue its due to the first post not describing the mod only giving "lore" , any mod can break a save adding or removing.
Title: Re: [A17] Orassans 🐱
Post by: naomeh on October 10, 2017, 01:01:43 AM
I registered to this forum just to say how much I love this mod and appreciate all of the work you put into it. The traders, the custom weapons, everything... You even included a scenario which is something modders with these custom races don't tend to bother with. The storytelling as well. I really appreciate what you've done here. Thank you for sharing!
Title: Re: [A17] Orassans 🐱
Post by: Goldenpotatoes on October 10, 2017, 01:09:28 AM
Quote from: Jdalt40 on October 09, 2017, 11:52:28 PM
If this was the case, my Raiderpedes mod would be extremely hated. Since they overwrite the pirate faction def to put them as a pawn in the raids. However nobody noticed this. In reality small changes are good since they really don't impact much.


Edit: However this entire argument was stupid and to think that it wasted over 7 hours of everybody in the argument's time is ludicrous.
Pretty sure the point of the argument is that they removed power armor from being something that can spawn with spacers and didn't bother mentioning it because they personally didn't see the issue. Most people aren't going to care about the underlining method of adding/changing your content as long as you actually tell them what it effects gameplay-wise.

Montezuma probably pushed it a bit too much due to their own issues with the mod but it's still a valid point.
Title: Re: [A17] Orassans 🐱
Post by: DiamondBorne on October 10, 2017, 03:51:43 AM
There are 2 identical childhood backstories in the latest update(Bully). Might be just a little rebundancy.

For anyone interest, i modified the backstory names to include the word Orassan infront of any backstory that explicitly said that it was an Orassan origins. To better help organize and unclutter all the new custom alien backstories when using Preparecarefully mod. I also removed said rebundant code above.


[attachment deleted by admin: too old]
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 10, 2017, 04:20:10 PM
Quote from: DiamondBorne on October 10, 2017, 03:51:43 AM
There are 2 identical childhood backstories in the latest update(Bully). Might be just a little rebundancy.

For anyone interest, i modified the backstory names to include the word Orassan infront of any backstory that explicitly said that it was an Orassan origins. To better help organize and unclutter all the new custom alien backstories when using Preparecarefully mod. I also removed said rebundant code above.

I will double check this when I return to my computer; but i do remember that 2 of them are very similar

Edit: Whoopsies, good catch
Title: Re: [A17] Orassans 🐱
Post by: Skcuske_Lobuk on October 10, 2017, 06:28:19 PM
Quote from: Goldenpotatoes on October 10, 2017, 01:09:28 AM
Quote from: Jdalt40 on October 09, 2017, 11:52:28 PM
If this was the case, my Raiderpedes mod would be extremely hated. Since they overwrite the pirate faction def to put them as a pawn in the raids. However nobody noticed this. In reality small changes are good since they really don't impact much.


Edit: However this entire argument was stupid and to think that it wasted over 7 hours of everybody in the argument's time is ludicrous.
Pretty sure the point of the argument is that they removed power armor from being something that can spawn with spacers and didn't bother mentioning it because they personally didn't see the issue. Most people aren't going to care about the underlining method of adding/changing your content as long as you actually tell them what it effects gameplay-wise.

Montezuma probably pushed it a bit too much due to their own issues with the mod but it's still a valid point.
Just edit the xml files if you don't like it. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
Title: Re: [A17] Orassans 🐱
Post by: IHateRegistering on October 10, 2017, 07:25:45 PM
Quote from: Montezuma on October 10, 2017, 06:28:19 PM

Just edit the xml files if you don't like it. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.
Man, you're a comedy gold mine, can't make that shit up. You are even bad at passive-aggressive parroting. You should never throw a tantrum because that's what spoiled children do.
Title: Re: [A17] Orassans 🐱
Post by: Ramsis on October 10, 2017, 08:32:03 PM
Monty has been banned for two weeks. I grow tired of watching slap fights that go nowhere, at least bite or kick each other as well...

Behave, or I won't hold back on passing out the bans! 8D
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 11, 2017, 12:06:35 AM
Quote from: Ramsis on October 10, 2017, 08:32:03 PM
Monty has been banned for two weeks. I grow tired of watching slap fights that go nowhere, at least bite or kick each other as well...

Behave, or I won't hold back on passing out the bans! 8D
We behave well, don't we? Bans are for reallly evil scums only.
Title: Re: [A17] Orassans 🐱
Post by: BlueTressym on October 11, 2017, 11:10:09 AM
Quote from: Jdalt40 on October 09, 2017, 05:23:38 PM
Quote from: Montezuma on October 09, 2017, 03:05:46 PM
I'm not in the mood constantly looking through all my mods and see what the author has changed behind my back. Just stop constantly suggesting me to edit xml files. Thank you.
First off, nobody has changed anything behind your back, you are acting incredibly arrogant by saying this as authors have no obligation to fulfil your needs or to exercise care in making a mod. There is no negligence torts for mods, so if you don't like it, don't use it.

Second off, you are the person that has it installed, the author has no obligation to feed your likes or dislikes and can do whatever they want with it. If you don't like this, you can change it back in the XML. If you are too lazy to do this, please don't have a tantrum over here. Only have a tantrum if your XML edit doesn't work, in which we will provide support.

I completely agree that Montezuma has been an a**e throughout this.  However, editing XML files is not something that is as easy for everyone as those who know how make out.  Please don't take for granted that "laziness" is the only reason for someone to decide that don't want to change things in XML; for some of us it's more because we don't want to screw it up.  Just so you know, I have tried doing tinkering in the XML and some worked, but some royally ballsed things up. 

Furthermore, I must respectfully disagree with the assertions made here that modders do not have any responsibility to others when releasing mods.  Yes, if you are creating a mod for your own use, fine.  When, however, you are making something available that could potentially cause problems for others, then yes, you DO have a responsibility to make sure such potential is minimised.  Legal obligation?  No.  Moral obligation?  YES!  It is upsetting for people to find out that adding a mod has screwed their game up or caused something they didn't want.  No, there's no point being arsey about it but to say that people aren't allowed to be upset is really not fair or reasonable. 

A modder does, out of practicality if nothing else (getting numerous complaints from annoyed players isn't fun), have a duty of care in making sure that at their end the likelihood of problems is minimised and that the information about changes is made clear so that people know what they are getting into.  That way, they can make an INFORMED decision about whether or not to add the mod in question

I haven't for a moment supposed that the omission of the info that the Power Armour had the 'Spacer' tag removed by the mod was done other than because, as the author has stated, it didn't seem a problem for her. 

In any case, though, when you are making stuff that can affect other people's game, then letting THEM decide whether it's a problem is the more considerate thing to do.  This is particularly the case when "Just remove it" is not something can be done without the risk of screwing up the save.  As previously stated, that particular minor change can be reversed, as the author has described.  The principle of "Only the mod-maker's needs and wants matter" that several commenters have espoused though, seems a pretty self-centred one. 

All in all, "Orassans" is a wonderful mod; some give and take on all sides when it comes to resolving problems seems reasonable enough. 
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 11, 2017, 12:59:05 PM
Quote from: BlueTressym on October 11, 2017, 11:10:09 AM
I completely agree that Montezuma has been an a**e throughout this.  However, editing XML files is not something that is as easy for everyone as those who know how make out.  Please don't take for granted that "laziness" is the only reason for someone to decide that don't want to change things in XML; for some of us it's more because we don't want to screw it up.  Just so you know, I have tried doing tinkering in the XML and some worked, but some royally ballsed things up. 

Furthermore, I must respectfully disagree with the assertions made here that modders do not have any responsibility to others when releasing mods.  Yes, if you are creating a mod for your own use, fine.  When, however, you are making something available that could potentially cause problems for others, then yes, you DO have a responsibility to make sure such potential is minimised.  Legal obligation?  No.  Moral obligation?  YES!  It is upsetting for people to find out that adding a mod has screwed their game up or caused something they didn't want.  No, there's no point being arsey about it but to say that people aren't allowed to be upset is really not fair or reasonable. 

A modder does, out of practicality if nothing else (getting numerous complaints from annoyed players isn't fun), have a duty of care in making sure that at their end the likelihood of problems is minimised and that the information about changes is made clear so that people know what they are getting into.  That way, they can make an INFORMED decision about whether or not to add the mod in question

I haven't for a moment supposed that the omission of the info that the Power Armour had the 'Spacer' tag removed by the mod was done other than because, as the author has stated, it didn't seem a problem for her. 

In any case, though, when you are making stuff that can affect other people's game, then letting THEM decide whether it's a problem is the more considerate thing to do.  This is particularly the case when "Just remove it" is not something can be done without the risk of screwing up the save.  As previously stated, that particular minor change can be reversed, as the author has described.  The principle of "Only the mod-maker's needs and wants matter" that several commenters have espoused though, seems a pretty self-centred one. 

All in all, "Orassans" is a wonderful mod; some give and take on all sides when it comes to resolving problems seems reasonable enough.
As I said earlier; I did mention that the spacer tag was removed from power armor back in A14, but those patch notes have since been removed to save space on the page. That guy was just looking for something to attack me on. And I use my mod, so I wouldn't like it if it broke my game (functionally), but since I don't plan on removing it,  I don't really care if it would break my saves if I removed it. Not that there is much I can do about it breaking saves if removed, as it adds new content (especially research.)

And editing XML is fairly easy in terms of balancing. Literally all you have to change are numerical values. I had 0 experience with XML when I started making this mod. All it is is copy/pasting vanilla XML and replacing a few words. Your complaints would be more valid if you had to edit C# to make balance changes, but you don't need to do so.

It is also very entitled of you to think that you are owed something from someone for free. I make $0 from this mod. I primarily make it for myself, for my own amusement. So yes, my own interests for the mod are foremost. It is not self-centered for a mod user to acknowledge that the mod maker does not have to share their mods and that the creator of the mod can do with it what they wish.

I do take into account what users say and try to fix bugs that they report, but my opinions are what are the most important for the content of this mod.
Title: Re: [A17] Orassans 🐱
Post by: Jdalt40 on October 12, 2017, 03:28:03 AM
Quote from: BlueTressym on October 11, 2017, 11:10:09 AM
No, there's no point being arsey about it but to say that people aren't allowed to be upset is really not fair or reasonable. 
To be honest I was just getting sick of it. You bring up some good points and I may have been harsh on my words, but it wasn't just about him being upset about it. I'd respect him if he was actually upset and handled the situation without going over the top, but when somebody is having a tantrum and is bringing no worthwhile communication to a thread which is made supposed to either support the mod or bring constructive criticism. It is probably time to tell the person to stop having a tantrum and change the XML himself, since he was well aware on how to change the XML. If he brought it up like "Hey Diana, I just noticed that power armour was removed from the spacer tag, are you able to change this?", he would've gotten a lot more support than being an general ass.

However I support your view on this about my comment before, it could've been a lot less harsh.
Title: Re: [A17] Orassans 🐱
Post by: Kiame on October 12, 2017, 02:56:08 PM
I've been watching this unfold for a while now and i want to send some support for you Diana Winters; it sucks when modders offer things for free and get unnecessary backlash. It takes what should be fun and a community endeavor and makes it a chore.

Documentation of any kind for software development is (and probably always will be) a nightmare (i live it daily for work :P ). One suggestion is try to keep the first post as a living document. As people find quirks or things that are not mentioned, add them as a bullet list of things. Initially it's a PITA but once it's up-to-date it's rare it will ever have to be updated. In the future if anyone ever says, "What does this mod do?" they just have to look at the first page to know.

Let me be clear though, this is just a suggestion and I do not mean to say it should be done this way. As a free service it's totally up to you how you want to handle things! (i don't even follow this 'suggestion' in all of my mods  :o )
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 12, 2017, 03:26:31 PM
Quote from: Kiame on October 12, 2017, 02:56:08 PM
I've been watching this unfold for a while now and i want to send some support for you Diana Winters; it sucks when modders offer things for free and get unnecessary backlash. It takes what should be fun and a community endeavor and makes it a chore.
That's huge lie about mods being free for the user. User is investing his time to explore offered content. So by creating bad content you are stealing people's time. A lot of time, usually. And spoiling their experience with a game they otherwise like.
Title: Re: [A17] Orassans 🐱
Post by: Kiame on October 12, 2017, 04:11:19 PM
Quote from: Oblitus on October 12, 2017, 03:26:31 PM
That's huge lie about mods being free for the user. User is investing his time to explore offered content. So by creating bad content you are stealing people's time. A lot of time, usually. And spoiling their experience with a game they otherwise like.

It's a choice by users to use mods. It should be known that not all mods are made equal and mods that are deficient should be called out respectfully.

In the case of this mod there's nothing 'broken' IMO. And the definition of 'broken' will be different from one person to the next. I see a mod that's OP and i say that's 'broken' to myself, others may like that. Some mods could corrupt files - i know i've uploaded a fix to one of my mods that did this - and once someone mentioned it I quickly fixed it with an apology.

By far with this game - just in the shear number of used mods - the majority of modders are not out to hurt others. If the modder is new to a game or even modding in general mistakes will be made. Heck even experienced modders will add something that'll cause something to go wrong.

Users who decide to go off the beaten path of highly tested code which is the base game are taking a risk. The payouts can be huge. But like any dungeon crawl there will be times of frustration.

In my mind modding is a community endeavor. Mods are basically untested products - sure the modders will hopefully have done testing on their side but for the most part not extensive. Everyone in the community should work together in improving mods which are problematic.

What doesn't work are users is name calling and accusations of deceit on the part of the modders. In the same way modders should not imply commenters are out to get them or destroy their reputations. (Not calling anyone out for any of this in this theard - that's already been addressed by the forum admins)

I don't want to hijack this thread - which should only be on the Orassans  :) - I'd be happy to take this out to another thread if desired! (Sorry for the partial hijack Diana Winters)
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 12, 2017, 07:43:42 PM
Quote from: Oblitus on October 12, 2017, 03:26:31 PM
Quote from: Kiame on October 12, 2017, 02:56:08 PM
I've been watching this unfold for a while now and i want to send some support for you Diana Winters; it sucks when modders offer things for free and get unnecessary backlash. It takes what should be fun and a community endeavor and makes it a chore.
That's huge lie about mods being free for the user. User is investing his time to explore offered content. So by creating bad content you are stealing people's time. A lot of time, usually. And spoiling their experience with a game they otherwise like.

You make it sound like I'm some kind of vampire that can feed off your lifeforce to steal time from you. No. I do not force you to use my mod, you choose to spend your time using it. Your point would also be more valid if my mod actually broke the game, which it does not do. (Unless you use a conflicting mod, I suppose, but there is little incentive for me to make a patch (if I am even able to) unless I use said mod myself.)

And bad content? Rude. How would you like it if I told you that your content sucked and it was stealing my time?
Title: Re: [A17] Orassans 🐱
Post by: Ramsis on October 12, 2017, 08:15:55 PM
Quote from: Oblitus on October 12, 2017, 03:26:31 PM
Quote from: Kiame on October 12, 2017, 02:56:08 PM
I've been watching this unfold for a while now and i want to send some support for you Diana Winters; it sucks when modders offer things for free and get unnecessary backlash. It takes what should be fun and a community endeavor and makes it a chore.
That's huge lie about mods being free for the user. User is investing his time to explore offered content. So by creating bad content you are stealing people's time. A lot of time, usually. And spoiling their experience with a game they otherwise like.

Sheesh keep up the salty attitude and we'll see where on my ban-dartboard you land. Looking at a healthy two weeks but I mean hey, on a good day I'm not opposed to three weeks. Instead of attacking why not stay on the passive side of things, it slows down internal problems and keeps people like me from having to step in just for the sake of a slap in the mouth.

Or keep posting as you are, I'm good for some fun.
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 12, 2017, 08:34:56 PM
Quote from: Ramsis on October 12, 2017, 08:15:55 PM
Sheesh keep up the salty attitude and we'll see where on my ban-dartboard you land. Looking at a healthy two weeks but I mean hey, on a good day I'm not opposed to three weeks. Instead of attacking why not stay on the passive side of things, it slows down internal problems and keeps people like me from having to step in just for the sake of a slap in the mouth.

Or keep posting as you are, I'm good for some fun.
Yeah, who cares where they got their salt, just hit them with a banhammer until they learn to eat it without wincing.

Quote from: Diana Winters on October 12, 2017, 07:43:42 PM
And bad content? Rude. How would you like it if I told you that your content sucked and it was stealing my time?
Negative feedback is still a feedback. Just don't forget to justify it.

Quote from: Diana Winters on October 12, 2017, 07:43:42 PM
Your point would also be more valid if my mod actually broke the game, which it does not do.
Well, when your kittens kill each other fending off a manhunting rat, decide that you are one to blame and nuke you from orbit it is something I'll call a broken game. Or when they don't decide that they want to nuke you and you've got a ton of top-tier guns and armor, including one which can be used to kill anyone without causing hostility to get everything you want from visitors.

Quote from: Diana Winters on October 12, 2017, 07:43:42 PM
I do not force you to use my mod, you choose to spend your time using it.
The problem is - you can't say if it is good without using it. And that "praise or keep silence" policy does not help.
Title: Re: [A17] Orassans 🐱
Post by: Ramsis on October 12, 2017, 09:02:09 PM
The difference is sport that you aren't giving feedback you're just directly whining and that's the issue. You're helping nobody with your complaining, you're just flat out complaining, hence why I'm stepping in to either correct you or remove you.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 12, 2017, 09:38:09 PM
Quote from: Oblitus on October 12, 2017, 08:34:56 PM

Well, when your kittens kill each other fending off a manhunting rat, decide that you are one to blame and nuke you from orbit it is something I'll call a broken game. Or when they don't decide that they want to nuke you and you've got a ton of top-tier guns and armor, including one which can be used to kill anyone without causing hostility to get everything you want from visitors.


Well the same kind of friendly fire incidents often happen with the AI in general, and I have yet to be blamed for it. Even so, I doubt me trying to change vanilla AI to fix such a thing would be very feasible. If it was, I'm sure I could make a more popular mod just fixing that >_>
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 12, 2017, 11:20:03 PM
Quote from: Ramsis on October 12, 2017, 09:02:09 PM
The difference is sport that you aren't giving feedback you're just directly whining and that's the issue. You're helping nobody with your complaining, you're just flat out complaining, hence why I'm stepping in to either correct you or remove you.
It's either my English failing me, or yours failing you. Because my point was "author should not to be phraised for being author and user has the right to express his negative experience with said author's content". Please correct me here.

Quote from: Diana Winters on October 12, 2017, 09:38:09 PM
Well the same kind of friendly fire incidents often happen with the AI in general, and I have yet to be blamed for it. Even so, I doubt me trying to change vanilla AI to fix such a thing would be very feasible. If it was, I'm sure I could make a more popular mod just fixing that >_>
You:
* Gave your faction a ton of rapid-firing, powerful weapons knowing that friendly fire is a big issue.
* Gave your faction a lot of wealth knowing how it can end up being owned by the player by some accident.
* Gave your faction a frostbite-based weapon knowing that it is not intended to be used in weapons and does not work correctly with AI.
* Gave your faction BOTH frostbite weapon and a lot of wealth. It was multiple times said why those two are especially bad together.
* Gave your faction an ultimate weapon of revenge knowing that said weapon WILL be misused due to flawed AI.
With all this, what can go right?

What I'd recommend?
* Rework frostbite weapon to use conventional damage sources. That thing is just broken now. Or better remove it, because with such enormous area of effect and stupid AI it always does more damage to allies when not used by player. Or rework it into heavy EMP cannon which can't really harm an ally.
* Prevent orassan caravans from coming without request. If you've requested it - it's your responsibility.
* Add orbital traders to replace caravans. If they are spacer level faction, it would be fitting. I think it is possible for them to come by request instead of land caravans too. Probably with some C# patch, but not too difficult.
Aaand... Major issues with their accidental hostility will be solved. Faction is still there, still with their gimmicks but you won't see them on your ground without request.

Patching AI behavior is not that difficult. But it would cause other problems by opening some ways to cheese it. Unless you have ideas?
Title: Re: [A17] Orassans 🐱
Post by: RequiemFang on October 13, 2017, 12:12:27 AM
*cough* someone said something about friendly fire... well this mod helps with that particular issue.

https://steamcommunity.com/sharedfiles/filedetails/?id=1134165362
Title: Re: [A17] Orassans 🐱
Post by: Kiame on October 13, 2017, 12:23:22 AM
Quote from: Oblitus on October 12, 2017, 11:20:03 PM
It's either my English failing me, or yours failing you. Because my point was "author should not to be phraised for being author and user has the right to express his negative experience with said author's content". Please correct me here.

It's the English words that are being chosen and the approach to the comments that should be analyzed. Let's try to reword what's being said here:



Quote from: Oblitus on October 12, 2017, 11:20:03 PM
You:
* Gave your faction a ton of rapid-firing, powerful weapons knowing that friendly fire is a big issue.
* Gave your faction a lot of wealth knowing how it can end up being owned by the player by some accident.
* Gave your faction a frostbite-based weapon knowing that it is not intended to be used in weapons and does not work correctly with AI.
* Gave your faction BOTH frostbite weapon and a lot of wealth. It was multiple times said why those two are especially bad together.
* Gave your faction an ultimate weapon of revenge knowing that said weapon WILL be misused due to flawed AI.
With all this, what can go right?

What I'd recommend?
* Rework frostbite weapon to use conventional damage sources. That thing is just broken now. Or better remove it, because with such enormous area of effect and stupid AI it always does more damage to allies when not used by player. Or rework it into heavy EMP cannon which can't really harm an ally.
* Prevent orassan caravans from coming without request. If you've requested it - it's your responsibility.
* Add orbital traders to replace caravans. If they are spacer level faction, it would be fitting. I think it is possible for them to come by request instead of land caravans too. Probably with some C# patch, but not too difficult.
Aaand... Major issues with their accidental hostility will be solved. Faction is still there, still with their gimmicks but you won't see them on your ground without request.

Patching AI behavior is not that difficult. But it would cause other problems by opening some ways to cheese it. Unless you have ideas?



In this set of text it's very confrontational. Large amounts of blame and accusations are being thrown around with the five points listed above. A much better, diplomatic, approach would be to write it like this:


QuoteMy concerns with the mod are that the Orassans are too powerful. They are given powerful weapons, which the AI cannot use correctly; large amounts of wealth, allowing their equipment to be far too powerful; and an ultimate weapon that will be used incorrectly by the AI. What adds to my frustration is that if one of my pawns hits an Orassan by mistake it's game over...

I would appreciate it if some changes or a second mod could be considered. Maybe rework the frostbite weapon to use convential damage soruces or even remove it altogether. Prevent Orassan caravans from coming without request or maybe only have them come as orbital traders.

I would like to have the Orassans in my mod collection... it's just too dangerous to have them at this point for my taste

With this re-wording no blame is being placed (as it shouldn't). It lists the ares of concern with this mod. It also encourages the mod developer knowing that someone wants their mod and possible ways to make it better. Whether the mod makers wants to pursue the changes is up to the mod maker alone. In the meantime the user who makes the request is free to disable the mod.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 13, 2017, 12:41:53 AM
Stop this damn pointless discussion, the problem ended I think atleast!
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 13, 2017, 12:42:27 AM
I'd be more inclined to fix the things you've pointed out if I experienced them, but I really haven't experienced such problems. In any event, I did nerf the cryo launcher somewhat, but I don't think that will solve your issue. In any event, I do not know how to make it so caravans only appear on request, nor do I know how to make orbital traders faction based (if such a thing is possible.)

To address your points directly:
1. I haven't had any major issues with it. (Friendly fire regarding caravans.)
2. I fail to see how this is a problem; wealth is an incentive for people to mug them if you are the type to exploit AI. There are ways to prevent bombardment as well.
3. The Frostbite damage type doesn't significantly impact how the weapon is used. It is an area of effect "explosive" weapon. I will further tweak it in the next patch to address this.
4. This point is a combination of points 2 and 3.
5. This is a reiteration of point 3.

As for your recommendations:
1. No.
2. I have no idea how to do this.
3. As stated in my above paragraph; I'm not sure if it even possible to associate an orbital trader with a faction. Don't claim that it "shouldn't be too difficult" if your suggestion is "probably with some C# patch". Not to mention that I would need to rework how the vanilla trading system works to do this, which may cause unforeseen issues and incompatibilities.

As for the "issues" being solves; they're solved by the virtue that you will almost never be seeing them.

As Kiame states; you are being very confrontational. I don't have to share this mod with anyone. You don't have to use it. You sound entirely entitled, thinking you know exactly what YOUR vision for MY mod is.

P.s. You spelled "praised" incorrectly.

P.s.s Update 6: Misc. bug fixes. Balancing tweaks.
Title: Re: [A17] Orassans 🐱
Post by: Evillee on October 13, 2017, 03:12:01 AM
Hi, just wanted to say that I enjoy your mod very much, thanks for sharing.
Title: Re: [A17] Orassans 🐱
Post by: Oblitus on October 13, 2017, 08:20:46 AM
Quote from: Diana Winters on October 13, 2017, 12:42:27 AM
3. The Frostbite damage type doesn't significantly impact how the weapon is used.
Frostbite damage is used to kill without causing hostility.
Title: Re: [A17] Orassans 🐱
Post by: Canute on October 13, 2017, 08:57:16 AM
If i remembee right, i can do the same with microwave weapons from Rimsenal.
But with the cyrogen launcher it is easyer to do.

Btw. you people are so funny, typical example how a fly can grow into a elephant ! :-)
I allready gave up to discuss with Diana. Unless i realy find a bug.

Why not some modder just post how she can modify the mod, so her kittys don't use Power armors anymore without to forbid the armor.
So far i remember is that the point of anger.
And now everyone take this smokeleaf joint and relax.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 13, 2017, 10:24:31 AM
Quote from: Oblitus on October 13, 2017, 08:20:46 AM
Quote from: Diana Winters on October 13, 2017, 12:42:27 AM
3. The Frostbite damage type doesn't significantly impact how the weapon is used.
Frostbite damage is used to kill without causing hostility.

Ant deaths in your territory will reduce your standing with the faction regardless. You can use psychic insanity lances to kill trader buffalos for example (however I am not sure if this still works) but if your standing with them is low enough they will become hostile.
Title: Re: [A17] Orassans 🐱
Post by: Canute on October 13, 2017, 10:37:20 AM
Diana thats not complete true, not any deads reduce standing.
Only Visitor deads/down reduce standing. When caravan member get killed you don't get (at last not visible) the -5 message.
And with the Cyrogenic launcher, you can down/kill caravan members without made the whole faction hostile.
But we told you this allready a few releases ago.

Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 13, 2017, 10:44:48 AM
Quote from: Canute on October 13, 2017, 10:37:20 AM
Diana thats not complete true, not any deads reduce standing.
Only Visitor deads/down reduce standing. When caravan member get killed you don't get (at last not visible) the -5 message.
And with the Cyrogenic launcher, you can down/kill caravan members without made the whole faction hostile.
But we told you this allready a few releases ago.
It does not show you, yes, but you can see the relation go down in the relations tab. And tbh I don't know how to fix this. I doubt I can by just using XML, so I would have to get someone to fix it with C#. As for the spacer tag; it's really not an issue. Anyone who thinks it is is just trying to find problems where there aren't any.
In any case, regarding space cat fashion, I will be adding outfits for the Orassans soontm, negating the need for Orassans to use the spacer tag (however, if other mods wish for the Orassans to use their spacer apparel, they will more than likely need a patch for it.

Also, smokeleaf is illegal where I am :c
Title: Re: [A17] Orassans 🐱
Post by: Canute on October 13, 2017, 12:18:33 PM
No you can't do anything against the no-aggro behavior from areaeffects.
But everytime an orassan visitor groups comes to visit, and one of them carry an launcher i hope they don't get attacked.
Because the one with the launcher mosttimes wipeout his group more then any attacker would do.

What kind of spacer do exist
- escape pod
- Ancient shrine cyro-pods.

I never notice any power armor from escape pods, but i bet many people hope for a power armor from when they open an ancient shrine.

Since you created this mod, and you forbid the power armor, many new modding methods are added.
And your way to forbid some appareal, so it doesn't appear anymore at your race, isn't elegant anymore.
Just think about that, and if you don't know how to do it, i bet someone else at the discord would help you.

And btw. you are an alien that smokeleaf is illegal? I think beside Rimworlder noone else know about smokeleaf here ! :-)
Title: Re: [A17] Orassans 🐱
Post by: sirgzu on October 13, 2017, 01:04:15 PM
And now for something completely different:
Is it possible to make you lose reputation towards a faction upon killing cats?  :o
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 13, 2017, 01:07:29 PM
Quote from: sirgzu on October 13, 2017, 01:04:15 PM
And now for something completely different:
Is it possible to make you lose reputation towards a faction upon killing cats?  :o
Saying Orassans would be offended by you killing cats would be like saying humans would be offended by Orassans killing monkies
Title: Re: [A17] Orassans 🐱
Post by: DaemonDeathAngel on October 13, 2017, 02:13:37 PM
It just seems to me that a bunch of people are complaining because they have nothing better to do.

Rather than going about and whining "I don't like this mod because it's OP, Wah Wah Wah", give some feedback as to why, without directly laying blame or firing shots at someone in the process. Don't post possessively when pointing out an issue. Don't be an asshole when pointing out an issue. Act like you'd want people to act if it were your mod being reviewed.

If you don't like it, COOL, continue not liking it, but if you're going to review it, bottle up the butthurt emotions and act like a respectable human being, leaving a well worded, well thought out review, whether positive or negative.

The issue in all of this has not been the fact that it is a negative review, the issue is the way the review is worded, and how it is verbally attacking another person.
Title: Re: [A17] Orassans 🐱
Post by: Jdalt40 on October 13, 2017, 10:28:37 PM
Well said Daemon! :)
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 16, 2017, 12:34:04 AM
Update 7: More backstories. Orassan weapons no longer use the charged shot projectile and now use their own.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 16, 2017, 12:58:12 AM
Quote from: Diana Winters on October 16, 2017, 12:34:04 AM
Update 7: More backstories. Orassan weapons no longer use the charged shot projectile and now use their own.
Finally you drew it. Work more!
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 16, 2017, 02:24:18 AM
Note: There is also an update to the EPOE patch
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 16, 2017, 06:03:35 PM
The EPOE patch has been updated and now uses xpath instead of overwriting the Orassan racedef. It shouldn't need to be updated as often now.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 19, 2017, 08:49:27 PM
Update 8: Misc changes. Officer Winters got a haircut.
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 20, 2017, 11:38:54 AM
Update 9: The Cryogenic Launcher now causes hostility.
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 20, 2017, 01:17:23 PM
Quote from: Diana Winters on October 20, 2017, 11:38:54 AM
Update 9: The Cryogenic Launcher now causes hostility.
Finally?
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 20, 2017, 01:26:46 PM
Quote from: kubolek01 on October 20, 2017, 01:17:23 PM
Quote from: Diana Winters on October 20, 2017, 11:38:54 AM
Update 9: The Cryogenic Launcher now causes hostility.
Finally?
I could revert the change  ;)
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 20, 2017, 03:03:59 PM
Quote from: Diana Winters on October 20, 2017, 01:26:46 PM
Quote from: kubolek01 on October 20, 2017, 01:17:23 PM
Quote from: Diana Winters on October 20, 2017, 11:38:54 AM
Update 9: The Cryogenic Launcher now causes hostility.
Finally?
I could revert the change  ;)
I can change Frostbite def to make hostility on my own, if you do so. BTW, any larger additions planned?
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 20, 2017, 03:06:05 PM
Quote from: kubolek01 on October 20, 2017, 03:03:59 PM
<snip> BTW, any larger additions planned?

Ye
Title: Re: [A17] Orassans 🐱
Post by: RequiemFang on October 21, 2017, 11:15:33 AM
Wow, I totally didn't get it when you added Ori's to the game until I realized these Ori things are from the game Ori and the Blind Forest. Got that in my steam list of games (good deal of which I haven't played yet, including that one there.).
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 21, 2017, 01:16:55 PM
Quote from: RequiemFang on October 21, 2017, 11:15:33 AM
Wow, I totally didn't get it when you added Ori's to the game until I realized these Ori things are from the game Ori and the Blind Forest. Got that in my steam list of games (good deal of which I haven't played yet, including that one there.).
Look into thread history, I've reminded it to Diana some posts ago. Then, +1!
Title: Re: [A17] Orassans 🐱
Post by: Diana Winters on October 21, 2017, 01:21:48 PM
Quote from: kubolek01 on October 21, 2017, 01:16:55 PM
Quote from: RequiemFang on October 21, 2017, 11:15:33 AM
Wow, I totally didn't get it when you added Ori's to the game until I realized these Ori things are from the game Ori and the Blind Forest. Got that in my steam list of games (good deal of which I haven't played yet, including that one there.).
Look into thread history, I've reminded it to Diana some posts ago. Then, +1!

You reminded me of what? The reference I intentionally made?
Title: Re: [A17] Orassans 🐱
Post by: kubolek01 on October 21, 2017, 02:04:45 PM
Quote from: Diana Winters on October 21, 2017, 01:21:48 PM
Quote from: kubolek01 on October 21, 2017, 01:16:55 PM
Quote from: RequiemFang on October 21, 2017, 11:15:33 AM
Wow, I totally didn't get it when you added Ori's to the game until I realized these Ori things are from the game Ori and the Blind Forest. Got that in my steam list of games (good deal of which I haven't played yet, including that one there.).
Look into thread history, I've reminded it to Diana some posts ago. Then, +1!

You reminded me of what? The reference I intentionally made?
Pretty yes. And I shown that some colonists know her story at least. Well I won't talk about durability, its fair for easy train, mass haulers.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 25, 2017, 04:16:00 PM
Available for A18
Note: Alien Framework for A18 available on the Humanoid Alien Framework is available on the discord
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 25, 2017, 05:28:36 PM
Update 1: Fixes to Ear alignment for side views, Orassans can start as a normal player colony, changes to Orassan weaponry recipes

Title: Re: [A18] Orassans 🐱
Post by: faltonico on October 25, 2017, 05:33:00 PM
Quote from: Skcuske_Lobuk on October 25, 2017, 04:46:53 PM
Finished my game.

This mod caused constantly null reference exceptions because of the nuzzling.
Ear graphics are displaced 50 % of the time.
I left a fitting rating at Steam. Enjoy yourselves.
The amount of bitching users with useless comments that attract this mod is surely unusual.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 25, 2017, 05:38:39 PM
Quote from: faltonico on October 25, 2017, 05:33:00 PM
<snip>
The amount of bitching users with useless comments that attract this mod is surely unusual.

It's mostly just this guy.
Title: Re: [A18] Orassans 🐱
Post by: kubolek01 on October 26, 2017, 12:43:39 AM
Around 28 mods left to switch to A18... So much work like it would be out officially! I hate mod updates however,  so much mess.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 26, 2017, 01:57:50 AM
Quote from: kubolek01 on October 26, 2017, 12:43:39 AM
Around 28 mods left to switch to A18... So much work like it would be out officially! I hate mod updates however,  so much mess.
There are still A17 versions available for this mod
Title: Re: [A18] Orassans 🐱
Post by: Canute on October 26, 2017, 02:47:25 AM
Quote from: kubolek01 on October 26, 2017, 12:43:39 AM
Around 28 mods left to switch to A18... So much work like it would be out officially! I hate mod updates however,  so much mess.
Good time for you to go on vacation, visit parents or this kind.
And when you come back in a month or two, the release may happen and most of the mods are ready for an fast colony.
Title: Re: [A18] Orassans 🐱
Post by: kubolek01 on October 26, 2017, 03:03:39 AM
Quote from: Canute on October 26, 2017, 02:47:25 AM
Quote from: kubolek01 on October 26, 2017, 12:43:39 AM
Around 28 mods left to switch to A18... So much work like it would be out officially! I hate mod updates however,  so much mess.
Good time for you to go on vacation, visit parents or this kind.
And when you come back in a month or two, the release may happen and most of the mods are ready for an fast colony.
Or to continue all saves with more mess reasons. It's going to be fully save compatible :D
Title: Re: [A18] Orassans 🐱
Post by: mvargus on October 27, 2017, 12:07:59 AM
I'd like to say that I love the graphics and idea of this mod, but your Orassans do have a nasty tendency to raid my stockroom for food if they run out while visiting.  They don't pay, they just take the food and immediately eat it.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 27, 2017, 12:10:23 AM
Quote from: mvargus on October 27, 2017, 12:07:59 AM
I'd like to say that I love the graphics and idea of this mod, but your Orassans do have a nasty tendency to raid my stockroom for food if they run out while visiting.  They don't pay, they just take the food and immediately eat it.

Every vanilla faction does this. All I can do is try to make them spawn with more food :/
Title: Re: [A18] Orassans 🐱
Post by: Nightinggale on October 27, 2017, 12:25:12 AM
Quote from: mvargus on October 27, 2017, 12:07:59 AM
I'd like to say that I love the graphics and idea of this mod, but your Orassans do have a nasty tendency to raid my stockroom for food if they run out while visiting.  They don't pay, they just take the food and immediately eat it.
Leaving aside that it's a vanilla issue, what do you want them to do? Starve to death?

I haven't tried it, but at least with hospitality you can set which zone the visitors should be in (default: home). If you make a visitor zone, then you should be able to exclude them from your food storage, but the question is what will happen when they start to starve.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 27, 2017, 12:35:34 AM
Quote from: Nightinggale on October 27, 2017, 12:25:12 AM
Quote from: mvargus on October 27, 2017, 12:07:59 AM
I'd like to say that I love the graphics and idea of this mod, but your Orassans do have a nasty tendency to raid my stockroom for food if they run out while visiting.  They don't pay, they just take the food and immediately eat it.
Leaving aside that it's a vanilla issue, what do you want them to do? Starve to death?

I haven't tried it, but at least with hospitality you can set which zone the visitors should be in (default: home). If you make a visitor zone, then you should be able to exclude them from your food storage, but the question is what will happen when they start to starve.

In any case, they have 2.55 nutrition by default (I am changing this to 3 in the next update), and they really shouldn't be sticking around for too long unless you have a mod that alters how long they stay (in which case you should be expecting this behaviour :p)
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 27, 2017, 09:13:40 PM
Update 2: New firearm. New weapon sounds, courtesy of Xen
Title: Re: [A18] Orassans 🐱
Post by: Pepelnica1488 on October 29, 2017, 02:54:45 PM
your mod is bugged (a18) you can't buy in orassans caravan trader all stuff just gone
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 29, 2017, 03:15:31 PM
Quote from: Pepelnica1488 on October 29, 2017, 02:54:45 PM
your mod is bugged (a18) you can't buy in orassans caravan trader all stuff just gone

I have not experienced this issue with Orassans, however I have had issues with orbital traders.

In any case, Orassans uses the same trader defs as the vanilla outlander faction, the only difference being the pawnkinds used for the traders themselves
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 30, 2017, 10:03:39 PM
Update 3: Cat's Eye barries added (analagous to coffee). Catnip and the new plant can only be grown by Orassans now.
Title: Re: [A18] Orassans 🐱
Post by: Canute on October 31, 2017, 04:13:07 AM
QuoteCatnip and the new plant can only be grown by Orassans now.

What do you think about that catnip joints and Cat's Eye barries only consumed by orassans too. Or at last they shouldn't have an effect on other races.

And similar that smokeleaf joints shouldn't have an effect on orassans or not useable.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 31, 2017, 08:58:15 AM
Quote from: Canute on October 31, 2017, 04:13:07 AM
QuoteCatnip and the new plant can only be grown by Orassans now.

What do you think about that catnip joints and Cat's Eye barries only consumed by orassans too. Or at last they shouldn't have an effect on other races.

And similar that smokeleaf joints shouldn't have an effect on orassans or not useable.

That would severely limit their usefulness.

And even if I wanted to, it's not something I could accomplish with xml alone
Title: Re: [A18] Orassans 🐱
Post by: kubolek01 on October 31, 2017, 09:42:04 AM
Drugs are drugs, noone can be immune.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 31, 2017, 09:46:24 AM
Quote from: kubolek01 on October 31, 2017, 09:42:04 AM
Drugs are drugs, noone can be immune.

Not neccesarily. Different substances affect people differently, and different animals completely differently based on their biology.

For example, caffeine is deadly to insects, but beneficial to mammals thousands of times larger.
Title: Re: [A18] Orassans 🐱
Post by: Nightinggale on October 31, 2017, 10:08:09 AM
Quote from: Diana Winters on October 31, 2017, 09:46:24 AMFor example, caffeine is deadly to insects, but beneficial to mammals thousands of times larger.
That point is debatable. Caffeine is a common trigger for migraine, though that might just proof the point that
Quote from: Diana Winters on October 31, 2017, 09:46:24 AMDifferent substances affect people differently
While on the topic, let's make this clear: migraine is not like a common headache, even though many people believe so. It's a disturbance in the blood flow/pressure in the head, or parts of the head and medicine for high blood pressure helps against migraine, but not common headaches. Do not mix up those two even if the symptoms are the same (pain in head). Caffeine affects the blood vessels ability to expand and constrain to maintain pressure, which is likely why it can cause migraine attacks.

Quote from: Diana Winters on October 31, 2017, 08:58:15 AM
Quote from: Canute on October 31, 2017, 04:13:07 AM
QuoteCatnip and the new plant can only be grown by Orassans now.

What do you think about that catnip joints and Cat's Eye barries only consumed by orassans too. Or at last they shouldn't have an effect on other races.

And similar that smokeleaf joints shouldn't have an effect on orassans or not useable.

That would severely limit their usefulness.

And even if I wanted to, it's not something I could accomplish with xml alone
The question about having drugs, which affects different races differently is an interesting one, but it's a question for the alien race framework, not the individual mods.
Title: Re: [A18] Orassans 🐱
Post by: Canute on October 31, 2017, 11:31:53 AM
Quote from: Nightinggale on October 31, 2017, 10:08:09 AM
Quote from: Diana Winters on October 31, 2017, 09:46:24 AMFor example, caffeine is deadly to insects, but beneficial to mammals thousands of times larger.
That point is debatable. Caffeine is a common trigger for migraine, though that might just proof the point that
We talk about different races, even different metabolism that just got <5% similar DNA then humans.
Beside insects most earth animals got >75% similar DNA like humans.

A human luxury food resource could be a neurotoxin for an alien.
Title: Re: [A18] Orassans 🐱
Post by: Nightinggale on October 31, 2017, 12:17:24 PM
Quote from: Canute on October 31, 2017, 11:31:53 AMWe talk about different races, even different metabolism that just got <5% similar DNA then humans.
Quote from: Canute on October 31, 2017, 11:31:53 AMA human luxury food resource could be a neurotoxin for an alien.
I think we agree, but you misunderstood my point. The first part was to question the statement about mammals in general when it's not even true for all humans, which points towards not having the same settings for everything. The next part:
Quote from: Nightinggale on October 31, 2017, 10:08:09 AMThe question about having drugs, which affects different races differently is an interesting one, but it's a question for the alien race framework, not the individual mods.
This is about if new C# code is to be written to support diversity, it should be done in the framework and not in this mod specifically. It's not about the goal of this mod, but rather a technical consideration on how it should be implemented. I'm not even sure it's a good idea to implement because it might be too time consuming and complex to implement and set up in xml compared to what it provides to the game.
Title: Re: [A18] Orassans 🐱
Post by: Canute on October 31, 2017, 01:14:32 PM
Basicly i like it simple too.
But Diana added Orassan drugs, catnip from the beginning and now these Cat's Eye barries.
And i though why does these special drugs exist ? My answer was the smokeleafe and coffee don't got any effect on Orassans thats why they cultivate their own.
And when the human drugs don't got any effect on Orassans, their drugs should/could be harmless to humans too.
Small other reason, i saw many times some pawn got downed because they smoked a catnip joint after a smokeleafe joint ! :-)

And i though, since you can restrict appearal to special races, this can be done with drugs/food too.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on October 31, 2017, 02:18:43 PM
Quote from: Canute on October 31, 2017, 01:14:32 PM
Basicly i like it simple too.
But Diana added Orassan drugs, catnip from the beginning and now these Cat's Eye barries.
And i though why does these special drugs exist ? My answer was the smokeleafe and coffee don't got any effect on Orassans thats why they cultivate their own.
And when the human drugs don't got any effect on Orassans, their drugs should/could be harmless to humans too.
Small other reason, i saw many times some pawn got downed because they smoked a catnip joint after a smokeleafe joint ! :-)

And i though, since you can restrict appearal to special races, this can be done with drugs/food too.

Oooooooooooor, if you want to restrict these things, you can do so with drug policies.

The catnip plant was mostly added as a joke. Cat's Eye berries were added in anticipation of a future feature (wink wink) and because of the unique plantlife on their own planet. Orassans grow the things they do because they were on their own planet, not because the things found on earth "don't work"
Title: Re: [A18] Orassans 🐱
Post by: Nightinggale on October 31, 2017, 07:39:30 PM
I just released a tool called ModCheck (https://ludeon.com/forums/index.php?topic=36534). It adds a bunch of features related to using multiple mods together. What can be used here is adding an error message if the mod is loaded without alien framework and allowing moving all the patch mods into the main mod itself, where it will patch itself if mods of certain names are loaded. This would remove the need for any mod patches, making both distribution and mod list setup a lot easier.

I would like you to try it out. Not only would I think the mod would benefit from it, but also because while I did some testing, it lacks real mod testing and not just constructed test setups. Also while I tried to document everything, I don't know how easy it is to understand without prior knowledge of the source code. Feedback would be most welcome.

At the same time if the lack of widespread testing makes you back off for the time being, then that's fine too. It's an offer, not a demand.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on November 01, 2017, 08:05:22 PM
Update 4: Orassan agrarian techniques have been added
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on November 05, 2017, 08:26:41 AM
Update 5: Various bugfixes
Title: Re: [A18] Orassans 🐱
Post by: kubolek01 on November 05, 2017, 02:37:06 PM
Quote from: Diana Winters on November 05, 2017, 08:26:41 AM
Update 5: Various bugfixes
Bugs... never seen any, so lucky (at least any mod related except for compatibility ;))
Title: Re: [A18] Orassans 🐱
Post by: top_hat_tomato on November 13, 2017, 06:04:15 PM
I found a bit of a bug. The Orassan shield produces 10,000 watts instead of draining 10,000 watts.
Title: Re: [A18] Orassans 🐱
Post by: Diana Winters on November 13, 2017, 06:24:26 PM
Quote from: top_hat_tomato on November 13, 2017, 06:04:15 PM
I found a bit of a bug. The Orassan shield produces 10,000 watts instead of draining 10,000 watts.
should be done
Title: Re: [A18] Orassans 🐱
Post by: kubolek01 on November 13, 2017, 06:47:55 PM
Quote from: top_hat_tomato on November 13, 2017, 06:04:15 PM
I found a bit of a bug. The Orassan shield produces 10,000 watts instead of draining 10,000 watts.
Haven't noticed it xD but whatever, 10kW here or there...
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on November 25, 2017, 11:46:37 PM
Getting a FAILED Orassan. Any idea what could cause that? Here's my log file in case you're interested.

https://gist.github.com/37cdf141560df82c3718e33c14ab5171
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on November 26, 2017, 07:58:39 AM
Quote from: asquirrel on November 25, 2017, 11:46:37 PM
Getting a FAILED Orassan. Any idea what could cause that? Here's my log file in case you're interested.

https://gist.github.com/37cdf141560df82c3718e33c14ab5171
It's harmless. At least as I see in my games.
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on November 26, 2017, 12:37:43 PM
Good to know.  I'll leave it enabled then.  Reason I was asking is because I'm getting a crazy error where I basically lose the UI when I'm trying to generate pawns for the game.  I looked at the log file and see this error:

"GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)" coming up quite a bit.

Been backing off the mods until I can find a pawn generation screen where this error is not popping up. I was thinking that maybe my video card is not being able to keep up but it's a gtx 480 and I'm running an I-5 at 4.2ghz.
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on November 26, 2017, 10:39:17 PM
Quote from: asquirrel on November 26, 2017, 12:37:43 PM
Good to know.  I'll leave it enabled then.  Reason I was asking is because I'm getting a crazy error where I basically lose the UI when I'm trying to generate pawns for the game.  I looked at the log file and see this error:

"GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)" coming up quite a bit.

Been backing off the mods until I can find a pawn generation screen where this error is not popping up. I was thinking that maybe my video card is not being able to keep up but it's a gtx 480 and I'm running an I-5 at 4.2ghz.
1st gen Core i3+integrated GPU here. It's not a problem here I think.
Title: Re: [B18] Orassans 🐱
Post by: Nightinggale on November 26, 2017, 10:52:26 PM
Quote from: asquirrel on November 26, 2017, 12:37:43 PMBeen backing off the mods until I can find a pawn generation screen where this error is not popping up. I was thinking that maybe my video card is not being able to keep up but it's a gtx 480 and I'm running an I-5 at 4.2ghz.
I really don't think your hardware has anything to do with it. If the GPU can't keep up with the game, you will get low framerate, but generally speaking RimWorld doesn't really use the GPU. You can run out of memory for the GPU, but you have 1.5 GB according to the log, which should be enough. Your CPU is good enough as well and if it's too slow, it will only make the game jerky, but still work perfectly fine according to what is written in the log (except if it prints low framerate, I have no idea if it will do that).

The next question is what really failed and I suspect it's something inside the alien race framework, which is triggered by something in Orassan xml files.

Quote from: asquirrel on November 26, 2017, 12:37:43 PM
Good to know.  I'll leave it enabled then.  Reason I was asking is because I'm getting a crazy error where I basically lose the UI when I'm trying to generate pawns for the game.  I looked at the log file and see this error:

"GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)" coming up quite a bit.
That's caused by a different mod. Somebody claimed to know which one and wrote it somewhere, but I can't remember where or which mod. I know it's quite annoying because I have tried it as well.
Title: Re: [B18] Orassans 🐱
Post by: Dagoras on November 26, 2017, 11:17:09 PM
Hello, the download link on Nexus mod doesnt seem work for Orassans Base Version and EPOE 2 Patch, both archives are empty :/ atleast for me, all other optional files seem to work...
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on November 26, 2017, 11:25:42 PM
Quote from: Dagoras on November 26, 2017, 11:17:09 PM
Hello, the download link on Nexus mod doesnt seem work for Orassans Base Version and EPOE 2 Patch, both archives are empty :/ atleast for me, all other optional files seem to work...
I reuploaded them, try again :x
Title: Re: [B18] Orassans 🐱
Post by: Dagoras on November 26, 2017, 11:35:36 PM
Still had the Problem with WinRar, extracted the archive using 7-zip and it worked for some reason :/. If anyone else got the same problem try a diffrent unzipper and see if it works, worked for me, thanks for the quick response :D
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on November 26, 2017, 11:54:50 PM
Quote from: Nightinggale on November 26, 2017, 10:52:26 PM
Quote from: asquirrel on November 26, 2017, 12:37:43 PMBeen backing off the mods until I can find a pawn generation screen where this error is not popping up. I was thinking that maybe my video card is not being able to keep up but it's a gtx 480 and I'm running an I-5 at 4.2ghz.
I really don't think your hardware has anything to do with it. If the GPU can't keep up with the game, you will get low framerate, but generally speaking RimWorld doesn't really use the GPU. You can run out of memory for the GPU, but you have 1.5 GB according to the log, which should be enough. Your CPU is good enough as well and if it's too slow, it will only make the game jerky, but still work perfectly fine according to what is written in the log (except if it prints low framerate, I have no idea if it will do that).

The next question is what really failed and I suspect it's something inside the alien race framework, which is triggered by something in Orassan xml files.

Quote from: asquirrel on November 26, 2017, 12:37:43 PM
Good to know.  I'll leave it enabled then.  Reason I was asking is because I'm getting a crazy error where I basically lose the UI when I'm trying to generate pawns for the game.  I looked at the log file and see this error:

"GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)" coming up quite a bit.
That's caused by a different mod. Somebody claimed to know which one and wrote it somewhere, but I can't remember where or which mod. I know it's quite annoying because I have tried it as well.

Thanks Nightingale for your help.  I'm not sure if I nailed it, but I disabled the "friendly fire" mod and on the last pawn generation I did, I didn't lose the HUD.  If it looks solid on my next (no disappearance) I'll let you know.
Title: Re: [B18] Orassans 🐱
Post by: zmulder on November 27, 2017, 07:07:22 PM
I get the feeling that this is not the way the body is supposed to look

I only have Alien Framework, Prepare Carefully and Orassans loaded. (all from Steam and its the same without prepare carefully)



[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on November 27, 2017, 07:42:49 PM
Quote from: zmulder on November 27, 2017, 07:07:22 PM
I get the feeling that this is not the way the body is supposed to look

I only have Alien Framework, Prepare Carefully and Orassans loaded. (all from Steam and its the same without prepare carefully)

This is a framework related bug and it is being addressed
Title: Re: [B18] Orassans 🐱
Post by: Bluntflame on December 03, 2017, 07:48:37 PM
is there a way to get the milk patch for A17?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 03, 2017, 07:54:27 PM
Quote from: Bluntflame on December 03, 2017, 07:48:37 PM
is there a way to get the milk patch for A17?

No
Title: Re: [B18] Orassans 🐱
Post by: Bluntflame on December 04, 2017, 06:22:13 PM
how do you milk the orrasans in the milk patch?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 04, 2017, 06:25:38 PM
Quote from: Bluntflame on December 04, 2017, 06:22:13 PM
how do you milk the orrasans in the milk patch?

Have the handle job enabled on the pawn or their lover
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 15, 2017, 11:16:18 PM
Update 6: New textures and weapons, and added Neo-Concrete. You make Neo-Concrete at the stonecutting table with rock powder (made from stone chunks.)
Title: Re: [B18] Orassans 🐱
Post by: FalkrimWright on December 19, 2017, 05:45:59 AM
"ColdFang" pattern Orassans Surivial ShortBlade:
This blade used by orassans troopers for close combat in spaceship corridors or in pair with pistol or SMG and by rimworld colonists for daily jobs

Force field for better slashing and combat power
Cool and ergonomic handle with place to store a small survival kit
Can be used for cutting metalic fences and barbed wire. With strong attack blade can pierce through power armor.
Serrated blade can be used like small saw

Basic Damage - 29-32
Costs
Plasteel - 15
Metal - 75
Uranium - 3
Jade - 3
Component - 2

Uranium, plasteel and jade using for handle, power field generator and powercell. Also, i don't invented how indicate a material - maybe handle?


[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Canute on December 19, 2017, 06:13:58 AM
QuoteUranium, plasteel and jade using for handle, power field generator and powercell.
Shouldn't have all Orassan's weapons need Uranium, they are all powered weapons with integrated powercell ? :-))
Title: Re: [B18] Orassans 🐱
Post by: FalkrimWright on December 19, 2017, 06:19:01 AM
Because it's powerblade)

Variation without power field generator need only 15 Plasteel and 75 metal but damage reduced to 17-19

[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 19, 2017, 02:44:17 PM
Quote from: MrDani on December 19, 2017, 06:19:01 AM
Because it's powerblade)

Variation without power field generator need only 15 Plasteel and 75 metal but damage reduced to 17-19

It's a decent drawing, but it doesn't really go with the other assets Orassans use.
Title: Re: [B18] Orassans 🐱
Post by: FalkrimWright on December 19, 2017, 03:39:42 PM
A bit fixed variations. Total recolor for more canon look



[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 19, 2017, 10:42:31 PM
Quote from: MrDani on December 19, 2017, 03:39:42 PM
A bit fixed variations. Total recolor for more canon look

They're well drawn, but they just don't look like the rest of the Orassan weaponry, nor do they look like practically designed swords
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on December 20, 2017, 07:59:48 AM
So how do YOU see it Diana?
Quote from: Diana Winters on December 19, 2017, 10:42:31 PM
Quote from: MrDani on December 19, 2017, 03:39:42 PM
A bit fixed variations. Total recolor for more canon look

They're well drawn, but they just don't look like the rest of the Orassan weaponry, nor do they look like practically designed swords
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 20, 2017, 12:10:07 PM
Quote from: kubolek01 on December 20, 2017, 07:59:48 AM
So how do YOU see it Diana?
I'm not sure how you want me to elaborate. If I'm gonna add something it needs to be consistent with other assets
Title: Re: [B18] Orassans 🐱
Post by: Dagoras on December 20, 2017, 02:08:20 PM
Hmm since the discussion is regarding new assets i have a question,

the Orassan are highly advanced and even got an orbital shield that protects them from bombardement, so why dont they got a personal shield from wich they could fire their weapons ( like a normal personal shield but energy weapons can fire from the inside to the outside ), i mean their advanced exo-armor is n1, but they still burn to death or get wrecked by doom-launchers, so some kind of advanced shield belt would certainly be cool, if it fits lore wise ( since building a big shield-generator is easier than miniaturize them, on the other hand there are already shield belt existing so... ) if people find it overpowered, maybe there could be mod settings so handle the capacity, recharge rate and recharge delay, maybe add an function where you need to manually charge them at a special charge station?

But to add to the melee weapon, i certainly would love some kind of advanced blades like small survival knifes or big combat swords, or since we are speaking of space faring cats, some claw-like weapons ( like the ingame power claw ) or tailblades would certainly be cool aswell.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 20, 2017, 02:14:18 PM
Quote from: Dagoras on December 20, 2017, 02:08:20 PM
Hmm since the discussion is regarding new assets i have a question,

the Orassan are highly advanced and even got an orbital shield that protects them from bombardement, so why dont they got a personal shield from wich they could fire their weapons ( like a normal personal shield but energy weapons can fire from the inside to the outside ), i mean their advanced exo-armor is n1, but they still burn to death or get wrecked by doom-launchers, so some kind of advanced shield belt would certainly be cool, if it fits lore wise ( since building a big shield-generator is easier than miniaturize them, on the other hand there are already shield belt existing so... ) if people find it overpowered, maybe there could be mod settings so handle the capacity, recharge rate and recharge delay, maybe add an function where you need to manually charge them at a special charge station?

But to add to the melee weapon, i certainly would love some kind of advanced blades like small survival knifes or big combat swords, or since we are speaking of space faring cats, some claw-like weapons ( like the ingame power claw ) or tailblades would certainly be cool aswell.

Building shields is (Orassan lore wise)
1. Harder to do in atmosphere
2. Harder to make them small enough to be personnel sized.
As for the armor...
I have no idea how to make it fireproof when worn. I can ask my collaborators about it.
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on December 21, 2017, 01:38:00 AM
Quote from: Diana Winters on December 20, 2017, 12:10:07 PM
Quote from: kubolek01 on December 20, 2017, 07:59:48 AM
So how do YOU see it Diana?
I'm not sure how you want me to elaborate. If I'm gonna add something it needs to be consistent with other assets
Try to work together to make it both balanced and well-looking.
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on December 23, 2017, 08:10:00 PM
"Orassan Bombardment."  The blow the crap hell out of everything from orbit.  Killing 100% of my pawns every time.  Or they'll warp in and kill all my guys.  What the Jesus mother and Joseph?  How do I stop this madness other than kissing their butt?  And why are they angry?  Heck, I got own of their guys on my own team!
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 23, 2017, 10:07:35 PM
Quote from: asquirrel on December 23, 2017, 08:10:00 PM
"Orassan Bombardment."  The blow the crap hell out of everything from orbit.  Killing 100% of my pawns every time.  Or they'll warp in and kill all my guys.  What the Jesus mother and Joseph?  How do I stop this madness other than kissing their butt?  And why are they angry?  Heck, I got own of their guys on my own team!

Orassans should never start angry at you. And no, you don't need to kiss their ads, you just have to not anger the advanced space empire
Title: Re: [B18] Orassans 🐱
Post by: Dagoras on December 24, 2017, 01:39:16 AM
Quote from: asquirrel on December 23, 2017, 08:10:00 PM
"Orassan Bombardment."  The blow the crap hell out of everything from orbit.  Killing 100% of my pawns every time.  Or they'll warp in and kill all my guys.  What the Jesus mother and Joseph?  How do I stop this madness other than kissing their butt?  And why are they angry?  Heck, I got own of their guys on my own team!

There is a shield generator that protects you from this devastating weapon, you should get your hands on one of them or research it and build it for yourself, otherwise bribe them with catnip! Should work well ^__^
Title: Re: [B18] Orassans 🐱
Post by: Arnolidos on December 24, 2017, 12:51:15 PM
I started playing with this mod from the 15th Alpha RimWorld and I really liked orassans! But this mod is too small and rarely updated. I have long wanted to offer assistance in its development, but I decided only now. I'm not a professional creator of mods, but I practiced a lot in their creation and learned to create well-working mods (I did it for myself and did not publish it anywhere). This is the first time I decide to help in the development and I hope that I will be of use for you. Please, I really want to help.
(Forgive me for mistakes in the text and punctuation.) English is not my native language.)
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 24, 2017, 12:54:57 PM
Quote from: Arnolidos on December 24, 2017, 12:51:15 PM
I started playing with this mod from the 15th Alpha RimWorld and I really liked orassans! But this mod is too small and rarely updated. I have long wanted to offer assistance in its development, but I decided only now. I'm not a professional creator of mods, but I practiced a lot in their creation and learned to create well-working mods (I did it for myself and did not publish it anywhere). This is the first time I decide to help in the development and I hope that I will be of use for you. Please, I really want to help.
(Forgive me for mistakes in the text and punctuation.) English is not my native language.)

How is it "too small"

It touches nearly every aspect of the game
Title: Re: [B18] Orassans 🐱
Post by: Arnolidos on December 24, 2017, 01:29:30 PM
Excuse me. Just in this mod, there are few things like armor (only one advanced exoskeleton armor), and eight cannons and they are created on a regular workbench, and not on any special workbench.
And he adds only two buildings (excluding bombardment beacon and floor tiles). And then the orassan shield is only needed to protect against bombardment.
This is what I consider "too small".
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 24, 2017, 01:33:43 PM
Quote from: Arnolidos on December 24, 2017, 01:29:30 PM
Excuse me. Just in this mod, there are few things like armor (only one advanced exoskeleton armor), and eight cannons and they are created on a regular workbench, and not on any special workbench.
And he adds only two buildings (excluding bombardment beacon and floor tiles). And then the orassan shield is only needed to protect against bombardment.
This is what I consider "too small".

Yet you have no experience making a mod.

Whatever, if you want to help, I need a bunch of things drawn. You mentioned armor? Well if you want to help, you can draw a lightly armored exoskeleton. That requires 3 textures per body type (there are 5) and a texture for when it's on the ground.
Title: Re: [B18] Orassans 🐱
Post by: Arnolidos on December 24, 2017, 01:41:36 PM
Good. I will do what you ask for.
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on December 24, 2017, 03:23:56 PM
Anyways, ADS patch is outdated. I know it's a minority, but ton of errors on startup is angering.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 24, 2017, 03:25:58 PM
Quote from: kubolek01 on December 24, 2017, 03:23:56 PM
Anyways, ADS patch is outdated. I know it's a minority, but ton of errors on startup is angering.

I didn't make the patch, so you should be telling the person who made the patch, not me
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 24, 2017, 06:46:35 PM
Wonder where you got the name Orassan...
I played some Stellaris...and eventually on Randomized names you get:
Home planet: Orassia {sometimes you can get even Orassan}
Species:Orassian {sometimes you can get even Orassan}
Plural:Orassians {sometimes you can get even Orassans}
and that was around 2 years ago i saw it first...
Extreme Coincidence or did you get an inspiration XD{maybe the name is just famous for something i am not aware of,and Stellaris and you just used it}
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 24, 2017, 06:52:11 PM
Quote from: MineFoxC on December 24, 2017, 06:46:35 PM
Wonder where you got the name Orassan...
I played some Stellaris...and eventually on Randomized names you get:
Home planet: Orassia {sometimes you can get even Orassan}
Species:Orassian {sometimes you can get even Orassan}
Plural:Orassians {sometimes you can get even Orassans}
and that was around 2 years ago i saw it first...
Extreme Coincidence or did you get an inspiration XD{maybe the name is just famous for something i am not aware of,and Stellaris and you just used it}

I have said on multiple occasions that they are from Stellaris
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 25, 2017, 05:04:17 AM
Oh,that's what happens when you don't read all of the post because there are too many pages XP
Though I managed to find the source of the name on my own Yay me!
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 28, 2017, 12:47:03 PM
Wow so many errors in the backstory def file,like half of the "its" and "it's"-and "than" and "then" are inverted XP

Warning - Inner Grammar Nazi released.

Why does everyone mix them up:
Its (as "of him"/"of her" - possessive)
It's (short form of "it is")
Than (used for comparisons - He is taller THAN his brother)
Then (has many uses - no examples that I can think of)
Title: Re: [B18] Orassans 🐱
Post by: kubolek01 on December 28, 2017, 01:53:41 PM
Quote from: Diana Winters on December 24, 2017, 03:25:58 PM
Quote from: kubolek01 on December 24, 2017, 03:23:56 PM
Anyways, ADS patch is outdated. I know it's a minority, but ton of errors on startup is angering.

I didn't make the patch, so you should be telling the person who made the patch, not me
If he isn't dead xD
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on December 28, 2017, 03:47:08 PM
Quote from: MineFoxC on December 28, 2017, 12:47:03 PM
Wow so many errors in the backstory def file,like half of the "its" and "it's"-and "than" and "then" are inverted XP

Warning - Inner Grammar Nazi released.

Why does everyone mix them up:
Its (as "of him"/"of her" - possessive)
It's (short form of "it is")
Than (used for comparisons - He is taller THAN his brother)
Then (has many uses - no examples that I can think of)

Because I didn't write half of them :p

And since you're being so patronizing, I think I'll just leave them like that ;)
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 28, 2017, 06:34:09 PM
XD doesn't matter I'm already correcting a bunch of them because I can't just watch all these errors+the "he" "she" and "his" "her" mix ups in the prepare carefully XP
Title: Re: [B18] Orassans 🐱
Post by: Nianor on December 30, 2017, 06:25:56 PM
Quote from: MineFoxC on December 28, 2017, 06:34:09 PM
XD doesn't matter I'm already correcting a bunch of them because I can't just watch all these errors+the "he" "she" and "his" "her" mix ups in the prepare carefully XP
When you're done, post a patch please? That was bugging me too, just not enough to dig around and actually fix it.
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 30, 2017, 07:23:46 PM
?
I actually meant to patch it for myself XP

I can try and patch it all,but it will take more,cause I've been only fixing the backstories I use the most.
Maybe I can eventually look into all of the files,but I'm not sure I'm THAT good at modding.

Anyways it's 1.30 AM for me,so no work's getting done for at least 6 hours
Title: Re: [B18] Orassans 🐱
Post by: MineFoxC on December 31, 2017, 08:12:24 AM
Ok,i'm having a lot of trouble finding the backstories that you see in the prepare carefully,though i found a bunch of typos and corrected them in the orassans mod.
Also, if anyone can tell me how to make localizations,i can help with some translations {i know Italian and somewhat remember Romanian{still going to use translate,but at least i won't copy paste some extreme errors in traduction}}
Title: Re: [B18] Orassans 🐱
Post by: notabot on December 31, 2017, 10:05:39 PM
Just a simple thanks for the mod. I've tinkered with simple file editing in games enough to know that an actual mod with all these items and functions and compatibility patches is a lot of work, so I appreciate it. My bionic cat-sith is running around happily murdering trespassers with a combination of the force and her power arm claws, and converting lucky survivors into expendable stormtroopers. All is good on the rim.

Happy New Year!
Title: Re: [B18] Orassans 🐱
Post by: sevrun on January 01, 2018, 12:11:06 AM
Hey Winters, seems like some folks have been trying to give ya a lot of static over little crap.  So I just wanted to say thank you for a wonderful addition to Rimworld.  And the Ni'hal too.
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on January 03, 2018, 11:38:35 AM
Hey dude!  The Orassans are pissed at me (probably because of all my mods).  They've warped in a portal but the portal never closes.  New Orassans don't use the portal, they just create new ones that also don't close.  Is there a way I can close these suckers?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 03, 2018, 11:43:18 AM
Quote from: asquirrel on January 03, 2018, 11:38:35 AM
Hey dude!  The Orassans are pissed at me (probably because of all my mods).  They've warped in a portal but the portal never closes.  New Orassans don't use the portal, they just create new ones that also don't close.  Is there a way I can close these suckers?

You can build over them
Title: Re: [B18] Orassans 🐱
Post by: Arnolidos on January 04, 2018, 02:22:54 PM
I returned!
I made all the textures for the armor, and although you did not ask me to do this, I did a description and added it to Apparel_Various. I've tested everything and my armor works fine.
How can I give it to you?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 04, 2018, 02:45:34 PM
Quote from: Arnolidos on January 04, 2018, 02:22:54 PM
I returned!
I made all the textures for the armor, and although you did not ask me to do this, I did a description and added it to Apparel_Various. I've tested everything and my armor works fine.
How can I give it to you?
Message me on discord
Title: Re: [B18] Orassans 🐱
Post by: Arnolidos on January 04, 2018, 04:03:10 PM
I understand that this is a question of a complete idiot, but how to find you in a discord? I just installed this program and do not understand anything, what? Where? How? Help me please.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 04, 2018, 06:41:19 PM
Quote from: Arnolidos on January 04, 2018, 04:03:10 PM
I understand that this is a question of a complete idiot, but how to find you in a discord? I just installed this program and do not understand anything, what? Where? How? Help me please.

Join the Rimworld discord, you will see that I am a moderator. Right click my name and click "message"
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 08, 2018, 11:26:39 AM
Update 7: New Hazmat suit by Arnolidos and new weapon textures by Shotgun Frenzy
Title: Re: [B18] Orassans 🐱
Post by: Buli on January 14, 2018, 01:17:32 PM
Hello,

I decided to try playthrough with Orassans and skimmed through the thread, but I am unsure if information is up to date.

If anybody is bored enough to answer I have few questions:

1) Do Orassan faction has starting reputation similar to Outlanders (etc: generally begins positive)? With hospitality and tribal start my early visitors are often not too happy, and I do not want to be stomped early game by angry cat people.

2) The bombardment, is it an late game event attack, or can angry Orassan bomb my starting village? It is hard to estimate from thread as there seem to be biased opinions.

3) Will facial stuff and Prepare carefully break Orassan mod? Well, I guess I can easily check this one by myself, but maybe other players can clarify.

Thank for help,
Title: Re: [B18] Orassans 🐱
Post by: Canute on January 14, 2018, 02:11:00 PM
Orassans are friendly at the beginning.
If if you would anger them early, yes they would bombard you village, which is like just a bad incident, but more dangerous then a tornado.
But not even their bombard is very heavy, an orassan raid is dangerous too, if you don't got the proper defence.

Prepare carefully at works well, but no clue about factial stuff.
Title: Re: [B18] Orassans 🐱
Post by: Gwenniyan on January 15, 2018, 08:11:58 AM
Can't wait to download Orassans and enslave tons of these "Nekos".
Title: Re: [B18] Orassans 🐱
Post by: Buli on January 15, 2018, 10:22:43 AM
Thanks for answer,

I checked and I see no conflicts, so i was worried for nothing.
I also was pretty lucky I got guest room ready before i had first contact with Orassans, so all is good.
Title: Re: [B18] Orassans 🐱
Post by: Canute on January 16, 2018, 05:18:56 PM
Diana,
some little problem.
Rock Powder count as Stone block. When you want craft until x, all the stone blocks and even the neo-concrete count in.

At Fertile Field you can cut chunk into crushed rocks/cement similar to rock powder and it works fine with "until x".
I tryed to find the different between Fertile fields and yours but my knowledge is limited and i didn't fount it.
Maybe you can fix it in a future update.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 16, 2018, 05:23:19 PM
Quote from: Canute on January 16, 2018, 05:18:56 PM
Diana,
some little problem.
Rock Powder count as Stone block. When you want craft until x, all the stone blocks and even the neo-concrete count in.

At Fertile Field you can cut chunk into crushed rocks/cement similar to rock powder and it works fine with "until x".
I tryed to find the different between Fertile fields and yours but my knowledge is limited and i didn't fount it.
Maybe you can fix it in a future update.

1. I noticed, but couldn't figure out how to fix this. If anyone knows a solution I would be happy to hear it.

2. The main point of the Orassan soils is that you can put them on ice. The advanced version has high fertility
Title: Re: [B18] Orassans 🐱
Post by: Canute on January 16, 2018, 06:05:25 PM
You missunderstood.
I didn't wrote about soil as i mention Fertile field.
At Fertile Field you cut down chunks into crushed rocks and Cement, similar to your rock powder.
Maybe you can look at this mod how he solved this, or ask dburgdorf how you can do it.
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on January 18, 2018, 04:12:23 PM
Hey Diana!  I can't put an Orion exoskeleton on my Orrassan kitty kat.  Is there a Glitterworld patch for Orassans?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 18, 2018, 05:28:00 PM
Quote from: asquirrel on January 18, 2018, 04:12:23 PM
Hey Diana!  I can't put an Orion exoskeleton on my Orrassan kitty kat.  Is there a Glitterworld patch for Orassans?

Have you tried loading Orassans under glittertech?
Title: Re: [B18] Orassans 🐱
Post by: asquirrel on January 18, 2018, 05:42:49 PM
Thanks for the suggestion.  I just verified and it looks like Glittertech is loaded before Orassans. Crap, I wish that was the problem.  I think I can still use EPOE bionics.  Going to have to verify though.  But those Orion Corp spines give my team ridiculous movement speed. :)

[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 18, 2018, 05:58:11 PM
Quote from: asquirrel on January 18, 2018, 05:42:49 PM
Thanks for the suggestion.  I just verified and it looks like Glittertech is loaded before Orassans. Crap, I wish that was the problem.  I think I can still use EPOE bionics.  Going to have to verify though.  But those Orion Corp spines give my team ridiculous movement speed. :)

Well, that was my only idea. You could try manually adding the recipe for the exoskeleton to the Orassan racedef, but other than that, I am not sure what you can do. Since I do not use Glittertech, I do not plan on making a patch for it.
Title: Re: [B18] Orassans 🐱
Post by: GrimTrigger on January 26, 2018, 04:54:21 PM
https://ludeon.com/forums/index.php?topic=38785.0
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 26, 2018, 05:01:04 PM
Quote from: GrimTrigger on January 26, 2018, 04:54:21 PM
https://ludeon.com/forums/index.php?topic=38785.0
I am aware of this, but I have been very busy with real life as of late and have not had the time to even play rimworld, much less make another patch for this mod. If someone else was willing to make a working patch, I would be happy to link to it on the main page.
Title: Re: [B18] Orassans 🐱
Post by: GrimTrigger on January 26, 2018, 10:35:32 PM
Quote from: Diana Winters on January 26, 2018, 05:01:04 PM
Quote from: GrimTrigger on January 26, 2018, 04:54:21 PM
https://ludeon.com/forums/index.php?topic=38785.0
I am aware of this, but I have been very busy with real life as of late and have not had the time to even play rimworld, much less make another patch for this mod. If someone else was willing to make a working patch, I would be happy to link to it on the main page.

Completely understandable!  Just wanted to bring it to the attention of the authors of the race mods I enjoy and appreciate, in the event they were interested / had the time to.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 27, 2018, 07:28:01 PM
Update 8: New melee weapon and a type of power generator. The generator must be made on top of a Betharian stone deposit, which can only be detected by a drill after building a ground penetrating scanner.
Title: Re: [B18] Orassans 🐱
Post by: lollerbob on January 29, 2018, 05:47:16 AM
There seems to be a graphics bug when using the newest Alien Races Framework and Orassans version 18.8 were body parts have strange offsets.
Using an Alien Races Framework commit from January 17 seems to fix this.

I have not done any in depth testing, just wanted to let others know of the work around.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 29, 2018, 10:27:53 AM
Quote from: lollerbob on January 29, 2018, 05:47:16 AM
There seems to be a graphics bug when using the newest Alien Races Framework and Orassans version 18.8 were body parts have strange offsets.
Using an Alien Races Framework commit from January 17 seems to fix this.

I have not done any in depth testing, just wanted to let others know of the work around.

This will be fixed in the next update
Update 9: Ear offset finally fixed. Balance changes.
Title: Re: [B18] Orassans 🐱
Post by: Canute on January 30, 2018, 07:06:34 AM
The Betharian Generator is missing a research requirement and is buildable at start.
Not a big thing since you either have adv. components and you don't know where Betharian are located.
Title: Re: [B18] Orassans 🐱
Post by: Mufflamingo on January 31, 2018, 08:38:22 AM
Are they really this small compared to humans? Just asking.

[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 31, 2018, 09:11:55 AM
Quote from: Mufflamingo on January 31, 2018, 08:38:22 AM
Are they really this small compared to humans? Just asking.
They are seldom taller than 5' 5" with most being 5'
Title: Re: [B18] Orassans 🐱
Post by: herocloud94 on January 31, 2018, 05:15:00 PM
I wanted to ask where I can get this haircuts from the picture ?
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on January 31, 2018, 07:08:58 PM
Quote from: herocloud94 on January 31, 2018, 05:15:00 PM
I wanted to ask where I can get this haircuts from the picture ?

The various hair mods. I suggest just searching "hair" in the steam workshop
Title: Re: [B18] Orassans 🐱
Post by: Mufflamingo on February 02, 2018, 08:18:09 AM
Uh help? I dont know what this is.

[attachment deleted by admin: too old]
Title: Re: [B18] Orassans 🐱
Post by: Harry_Dicks on February 02, 2018, 10:01:07 AM
Quote from: Mufflamingo on February 02, 2018, 08:18:09 AM
Uh help? I dont know what this is.

I know this might sound dumb, and I am not assuming you are dumb too, but do you have Alien Race Framework loaded before Orassans? I can't remember if there was something you would see in the log that shows it was loaded.

Also, it looks like Alien Race Framwork was just updated <24 hours ago, from the GitHub, "full fix for saving loading bodyaddonvariantindices."

Since it said you aren't connected to Steam, I'm assuming you might not have the most recent update for Alien Race Framework. I'm sure that Diana will be able to answer you better than me, but if I were you, I would check to see if you have changed any of the versions for both Orassans and Alien Race Framework, or just go ahead and delete the ones you have and install fresh copies.
Title: Re: [B18] Orassans 🐱
Post by: Mufflamingo on February 02, 2018, 11:01:25 AM
Alien Frame Work
Orassans
Orassans Epoe

That's my order.
I already played it and it doesnt do anything anyway and I play it fine. I just really wanna know what those red lines are for.
Title: Re: [B18] Orassans 🐱
Post by: Harry_Dicks on February 02, 2018, 11:14:17 AM
Quote from: Mufflamingo on February 02, 2018, 11:01:25 AM
Alien Frame Work
Orassans
Orassans Epoe

That's my order.
I already played it and it doesnt do anything anyway and I play it fine. I just really wanna know what those red lines are for.

Are you using the EPOE patch without EPOE?
Title: Re: [B18] Orassans 🐱
Post by: Mufflamingo on February 02, 2018, 12:01:41 PM
I have EPOE man.

Anyqay, I updated the franework. No more redlines. Problem solved.
Title: Re: [B18] Orassans 🐱
Post by: Harry_Dicks on February 02, 2018, 12:09:17 PM
There ya go. Keep in mind that Alien Framework is sometimes updated multiple times in a week.
Title: Re: [B18] Orassans 🐱
Post by: Tirimor on February 06, 2018, 02:53:42 AM
I like this mod as it adds another faction to my ever growing factions on this little RimWorld, though these cat people can get annoying if they're enemies. They come in vast numbers packing some serious heat and can even teleport into your base or take it out completely with an orbital bombardment.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on February 10, 2018, 01:47:55 PM
Update 10: Added a light alternative to the exoskeleton armor. Texture by Arnolidos
Title: Re: [B18] Orassans 🐱
Post by: Kicker on March 06, 2018, 03:08:52 AM
The Nexus download appears to be corrupted, trying to open it spits an error from winrar.

EDIT: Worked with 7zip however. Which is weird to me but whatever.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on March 06, 2018, 11:46:27 AM
Quote from: Kicker on March 06, 2018, 03:08:52 AM
The Nexus download appears to be corrupted, trying to open it spits an error from winrar.

EDIT: Worked with 7zip however. Which is weird to me but whatever.

I'm not sure why people are getting this error, but I can not replicate it. Reuploading doesn't seem to fox it either
Title: Re: [B18] Orassans 🐱
Post by: Canute on March 06, 2018, 12:15:09 PM
I think they or you use an old rar tool, since it worked with 7z tool.
Rar archives arn't allways Rar archives, i think some tools from Mac or linux are different sometimes.
Title: Re: [B18] Orassans 🐱
Post by: Kicker on March 07, 2018, 08:49:33 PM
Quote from: Canute on March 06, 2018, 12:15:09 PM
I think they or you use an old rar tool, since it worked with 7z tool.
Rar archives arn't allways Rar archives, i think some tools from Mac or linux are different sometimes.

So seeing this I went and got the latest version and it worked. I didn't even think of this since I'm used to programs keeping themselves up to date.
Title: Re: [B18] Orassans 🐱
Post by: RequiemFang on April 02, 2018, 12:08:29 AM
So no updated CE patch? I noticed the one on steam is severely outdated and the nexus one is just as old. Forgive me if I'm missing anything It's been a few months since I took a break from this game. (honestly got distracted by other things lol)
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on April 02, 2018, 12:12:31 AM
Quote from: RequiemFang on April 02, 2018, 12:08:29 AM
So no updated CE patch? I noticed the one on steam is severely outdated and the nexus one is just as old. Forgive me if I'm missing anything It's been a few months since I took a break from this game. (honestly got distracted by other things lol)

I don't maintain that patch anymore; you'll have to bother SeniorScore about it
Title: Re: [B18] Orassans 🐱
Post by: Umbreon117 on April 10, 2018, 09:15:28 PM
Any intent on making clothes for Ni'Hal and Orassans? Specifically clothing styles around the looks of gear.

This question spawns from the Black Widows mod. It currently has it's own "Spider person clothes", and I thought I would be a nice touch to have clothing made by Orassans/Ni'Hal. After all, I imagine that they would have made their own styles of clothing.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on April 10, 2018, 09:20:31 PM
Quote from: Umbreon117 on April 10, 2018, 09:15:28 PM
Any intent on making clothes for Ni'Hal and Orassans? Specifically clothing styles around the looks of gear.

This question spawns from the Black Widows mod. It currently has it's own "Spider person clothes", and I thought I would be a nice touch to have clothing made by Orassans/Ni'Hal. After all, I imagine that they would have made their own styles of clothing.

That was planned, but the person making them just... stopped.
Title: Re: [B18] Orassans 🐱
Post by: Umbreon117 on April 10, 2018, 09:24:04 PM
Quote from: Diana Winters on April 10, 2018, 09:20:31 PM
That was planned, but the person making them just... stopped.
Ah...That...was surprisingly fast. That took me by surprise.

Well glad that there was at least thought, but I hope nothing bad happened!
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on April 10, 2018, 09:27:28 PM
Quote from: Umbreon117 on April 10, 2018, 09:24:04 PM
Quote from: Diana Winters on April 10, 2018, 09:20:31 PM
That was planned, but the person making them just... stopped.
Ah...That...was surprisingly fast. That took me by surprise.

Well glad that there was at least thought, but I hope nothing bad happened!

I know she had a kid, but that's about it.
Title: Re: [B18] Orassans 🐱
Post by: DiamondBorne on April 13, 2018, 08:18:49 AM
Does Orassans B18 have conflicts with EDB Prepare Carefully or what? My Catboy changes skin color everytime I reload him and I can't manually change his color. I remembered this never happened to me in A17.
Title: Re: [B18] Orassans 🐱
Post by: Canute on April 13, 2018, 09:15:33 AM
It doesn't need to be EdB PC's since that mod don't do anything during gameplay.
At example all my human's look like android's when i use the android mod.
You should maybe post your modlist.
Title: Re: [B18] Orassans 🐱
Post by: DiamondBorne on April 13, 2018, 09:58:18 AM
Quote from: Canute on April 13, 2018, 09:15:33 AM
It doesn't need to be EdB PC's since that mod don't do anything during gameplay.
At example all my human's look like android's when i use the android mod.
You should maybe post your modlist.


I specifically states EDB mod because it all happens in EDB character creation process. Everything works fine in real game. Another suspect would be Psychology mod because sometimes when I saved a preset character, It will become corrupted and unable to load (in EDB) the next time I start Rimworld, further investigation reveals that It has a chance to save the preset without writing the whole psyche table, this also leave the end code in the file blank and unble to load. This can be easily circumvent by copy the end code from another, complete preset file and paste into it. I'm asking here just to be sure if body color setting is actually active.

My mods load order would be real annoying to look at as it has like 200+ mod. Though they're mostly the same set I have in A17 but updated, The only big new thing would be Psychology (which may or may not be a culprit).
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on April 13, 2018, 11:31:01 AM
I haven't had such a problem, so I'm not sure what to tell you. Have you tried changing you load order?
Title: Re: [B18] Orassans 🐱
Post by: DiamondBorne on April 13, 2018, 02:31:20 PM
Ok, My Tony the Tiger no longer changes body color every time I loaded his preset now. It seems Psychology IS the mod that makes thing goes weird. I actually have to manually set his psyche table or, atleast open the psyche setting first before saving a preset. Or else the color will not be saved in the character file. However I still can't manually adjusts any Orassan's color directly, fortunately it can be bypass by reroll a character to get the color I want. I'll try rearrange my load order later tho.  :)
Title: Re: [B18] Orassans 🐱
Post by: Canute on April 13, 2018, 02:48:02 PM
DiamondBorne,
between A17 and B18 something changed again in the mod's syntax. And you can't say it worked at A17 and now it should work at B18 too.
Some modder could just made something that shouldn't be done at B18, like a mod that ist just updated to work for B18 but don't realy follow compactibliy rules.
And with 200+ mods the chance is pretty high that something goes wrong.
A skin change is something you should accept, with that many mods.

Since you could identify Psychology as troublemaker (again).
Maybe he changed his skin colour based on his mood ! :-)
Title: Re: [B18] Orassans 🐱
Post by: wlsrbel on April 29, 2018, 02:27:12 PM
I am so sad. This is not fully compatible with combat extended mode.

But, Hardcore SK version is fully compatible.

Is there a compatible version without using Hardcore SK version?

Please Anyone can help me.  :'( :'( :'( :'( :'( :'(
Title: Re: [B18] Orassans 🐱
Post by: Saebbi on April 29, 2018, 03:23:35 PM
Quote from: wlsrbel on April 29, 2018, 02:27:12 PM
I am so sad. This is not fully compatible with combat extended mode.

But, Hardcore SK version is fully compatible.

Is there a compatible version without using Hardcore SK version?

Please Anyone can help me.  :'( :'( :'( :'( :'( :'(

here (https://ludeon.com/forums/index.php?topic=39053.0) you go.
Title: Re: [B18] Orassans 🐱
Post by: Umbreon117 on April 29, 2018, 03:40:38 PM
Quote from: Saebbi on April 29, 2018, 03:23:35 PM
Quote from: wlsrbel on April 29, 2018, 02:27:12 PM
I am so sad. This is not fully compatible with combat extended mode.

But, Hardcore SK version is fully compatible.

Is there a compatible version without using Hardcore SK version?

Please Anyone can help me.  :'( :'( :'( :'( :'( :'(

here (https://ludeon.com/forums/index.php?topic=39053.0) you go.
Blast it man! Is no mod safe from your gloriously capable hands that were (apparently) made to make patches for CE!?
Title: Re: [B18] Orassans 🐱Thx
Post by: wlsrbel on April 30, 2018, 07:49:57 AM
Quote from: Saebbi on April 29, 2018, 03:23:35 PM
Quote from: wlsrbel on April 29, 2018, 02:27:12 PM
I am so sad. This is not fully compatible with combat extended mode.

But, Hardcore SK version is fully compatible.

Is there a compatible version without using Hardcore SK version?

Please Anyone can help me.  :'( :'( :'( :'( :'( :'(

here (https://ludeon.com/forums/index.php?topic=39053.0) you go.

Ohhhhh God bless you!

Thx!
Title: Re: [B18] Orassans 🐱
Post by: Bones on May 18, 2018, 09:49:37 AM
Is there a way to have this mod but without all the technology/weapons/armors?

EDIT: I removed a lot of files and edited some and I think I got it working, also modified my savegame to remove weapons and items. It gave some errors while loading the mod but my save worked fine, I attacked an Orassan village and they all contained normal weapons.

EDIT2: The error was just about the power generator and portal so I put those two back and no more errors.
Title: Re: [B18] Orassans 🐱
Post by: Diana Winters on August 29, 2018, 07:37:15 PM
Orassans is updated to B19
Title: Re: [B19] Orassans 🐱
Post by: xxkralozixx on September 04, 2018, 04:07:19 AM
Dead oris have missing textures and show as a square.
Title: Re: [B19] Orassans 🐱
Post by: Diana Winters on September 04, 2018, 04:36:16 AM
Quote from: xxkralozixx on September 04, 2018, 04:07:19 AM
Dead oris have missing textures and show as a square.
this has been fixed in the steam version.
Title: Re: [B19] Orassans 🐱
Post by: mvargus on September 16, 2018, 10:49:22 AM
I'm getting a whole bunch of errors when I have this mod loaded and I start up the game engine.  I'm seeing about 10 errors of "could not find a type named Orassans.X 

Not sure why, the other mods are all working fine its just the Orassans that is broken.

Title: Re: [B19] Orassans 🐱
Post by: falcongrey on September 16, 2018, 10:52:31 AM
Quote from: mvargus on September 16, 2018, 10:49:22 AM
I'm getting a whole bunch of errors when I have this mod loaded and I start up the game engine.  I'm seeing about 10 errors of "could not find a type named Orassans.X 

Not sure why, the other mods are all working fine its just the Orassans that is broken.
It's due to the update that was just pushed out on Alien Framework. (Hope the PNG helps!)

Edit: Here is the Output_Log.txt of just Orassans and alien framework from steam: https://pastebin.com/mcn3ThyA (https://pastebin.com/mcn3ThyA)

I remember reading something about 287 there is an error in loading an Orassans assembly then after on 292 a Loader exception from 'Harmony.CodeInstruction'. Following that is all sorts of 'could not find' errors.

[attachment deleted due to age]
Title: Re: [B19] Orassans 🐱
Post by: falcongrey on September 16, 2018, 11:44:02 AM
Errors just departed so guessing either it was another updated to the Alien Framework or one was done to Orassans.
Title: Re: [B19] Orassans 🐱
Post by: rawrfisher on September 16, 2018, 12:40:28 PM
It was framework
Title: Re: [B19] Orassans 🐱
Post by: lethaius on September 18, 2018, 02:14:00 PM
heya, i just downloaded the mod, and i was wondering if i could get help figuring out what this error is in my debug log linked below, the errors in question are in lines 446 to line 507. i would hyperlink but i dont know how to

https://gist.github.com/HugsLibRecordKeeper/6a5c05b1ee16c91f53f9620194577f8d
Title: Re: [B19] Orassans 🐱
Post by: rawrfisher on September 18, 2018, 02:15:41 PM
Quote from: lethaius on September 18, 2018, 02:14:00 PM
heya, i just downloaded the mod, and i was wondering if i could get help figuring out what this error is in my debug log linked below, the errors in question are in lines 446 to line 507. i would hyperlink but i dont know how to

https://gist.github.com/HugsLibRecordKeeper/6a5c05b1ee16c91f53f9620194577f8d

Move the framework to the top just below hugslib 
move Misc core below hugslib
Move the robot mods up to just below core
Those are the errors I saw in the load order

Oh and move vegitable garden above the addons for that mod as well
Title: Re: [B19] Orassans 🐱
Post by: lethaius on September 18, 2018, 03:49:30 PM
Quote from: rawrfisher on September 18, 2018, 02:15:41 PM
Quote from: lethaius on September 18, 2018, 02:14:00 PM
heya, i just downloaded the mod, and i was wondering if i could get help figuring out what this error is in my debug log linked below, the errors in question are in lines 446 to line 507. i would hyperlink but i dont know how to

https://gist.github.com/HugsLibRecordKeeper/6a5c05b1ee16c91f53f9620194577f8d

Move the framework to the top just below hugslib 
move Misc core below hugslib
Move the robot mods up to just below core
Those are the errors I saw in the load order

Oh and move vegitable garden above the addons for that mod as well

oh hey thanks! ill do that and see if things work better!
Title: Re: [B19] Orassans 🐱
Post by: rawrfisher on September 18, 2018, 03:53:10 PM
Should work alot better if you follow all those changes
Title: Re: [B19] Orassans 🐱
Post by: lethaius on September 18, 2018, 04:28:53 PM
it did thanks! im not getting any errors anymore so thank ya!
Title: Re: [B19] Orassans 🐱
Post by: rawrfisher on September 18, 2018, 04:34:55 PM
No problem.

Title: Re: [B19] Orassans 🐱
Post by: lethaius on September 18, 2018, 06:55:48 PM
so, another question, how do we make neoconcrete? i cant seem to find a recipie or anything
Title: Re: [B19] Orassans 🐱
Post by: rawrfisher on September 18, 2018, 07:36:18 PM
You make it at the stone cutting bench  Requiers chunks and steel
Title: Re: [B19] Orassans 🐱
Post by: ogogo on September 19, 2018, 04:05:27 AM
hmmmm dead Ori ( rotted to skeleton ) gives me a purple block guess its a missing png file.
Title: Re: [B19] Orassans 🐱
Post by: Raf's on September 24, 2018, 05:13:27 PM
Am i the only one it a game where there is no faction leader for the Orassan colony? it's relay annoying since they are the faction it the highest goodwill for me, is anyone having the same problem or is it a mod conflict?
Title: Re: [B19] Orassans 🐱
Post by: Aronia on October 24, 2018, 01:07:26 AM
So I searched through the topic but didn't seem to find anything. Tell me if I was just bad at searching, please.
I've finished a quest and got an Orassan exoskeleton helmet as a reward. Nice-looking, nice stats, wow. But then I found out that no one of my colonists (humans and raccs) is willing to wear it. I even told some of them to force wear it (three times, I believe). They don't seem to get any moodlets from it, positive or negative, but as soon as I hit the "clear forced" button, they just remove it and put on whatever else I have instead. I've even seen one colonist remove it and stay with no headgear. I had to sell it in the end.
I'm playing B18 for now, did not update yet because I don't want to re-download all those mods. Is this the expected behaviour, though? Is Orassan armour fit for Orassans only?
Title: Re: [B19] Orassans 🐱
Post by: Diana Winters on October 24, 2018, 01:16:22 AM
Quote from: Aronia on October 24, 2018, 01:07:26 AM
So I searched through the topic but didn't seem to find anything. Tell me if I was just bad at searching, please.
I've finished a quest and got an Orassan exoskeleton helmet as a reward. Nice-looking, nice stats, wow. But then I found out that no one of my colonists (humans and raccs) is willing to wear it. I even told some of them to force wear it (three times, I believe). They don't seem to get any moodlets from it, positive or negative, but as soon as I hit the "clear forced" button, they just remove it and put on whatever else I have instead. I've even seen one colonist remove it and stay with no headgear. I had to sell it in the end.
I'm playing B18 for now, did not update yet because I don't want to re-download all those mods. Is this the expected behaviour, though? Is Orassan armour fit for Orassans only?

If you add any mod that adds new clothing/armor (in an existing colony), you'll need to update your apparel restrictions.
Title: Re: [1.0] Orassans 🐱
Post by: Aronia on October 24, 2018, 02:53:56 AM
Oh! Oh, sorry. Noob questions detected.)
So many things in this game yet to be understood.
Thank you, Diana!
Title: Re: [1.0] Orassans 🐱
Post by: Monroyo on October 27, 2018, 10:10:10 AM
Hi there, I can't find the non-steam user link ans alien frame his not updated to v1 yet ?
Title: Re: [1.0] Orassans 🐱
Post by: Oragepoilu on November 03, 2018, 05:15:02 AM
Hello,

this mod is super cool and nice, I appreciate the work here.

But IMO the insane power source sound out of place. It's like a cheat mod.

I'm not using it, so it just stick here in  corner of my research tree and add a few more icon in my power tab, but i'd bet it would be better to have it somewhat balanced. just my thought.
Title: Re: [1.0] Orassans 🐱
Post by: just_a_random on November 04, 2018, 07:37:04 AM
Hi, love the mod, everything very nice but for one small detail, neo-concrete. It needs no research to unlock and is overpowered early on. can I suggest it to be behind a research preoject?
Title: Re: [1.0] Orassans 🐱
Post by: Asero on November 13, 2018, 10:12:37 PM
Quote from: Monroyo on October 27, 2018, 10:10:10 AM
Hi there, I can't find the non-steam user link ans alien frame his not updated to v1 yet ?
You won't get any love here. Try one of those 'shady' sites for a download, or just forget about it.
Title: Re: [1.0] Orassans 🐱
Post by: anon763 on December 02, 2018, 05:56:39 PM
Where do we get the mod if we bought the DRM-free version of the game? I only see a Steam Workshop link in the main post. I checked the Nexus page but that version is outdated.
Title: Re: [1.0] Orassans 🐱
Post by: Canute on December 02, 2018, 06:07:21 PM
From the steam page of Alien framework you get a link to the Github project.
https://github.com/RimWorld-CCL-Reborn/AlienRaces
Title: Re: [1.0] Orassans 🐱
Post by: anon763 on December 02, 2018, 06:13:22 PM
Quote from: Canute on December 02, 2018, 06:07:21 PM
From the steam page of Alien framework you get a link to the Github project.
https://github.com/RimWorld-CCL-Reborn/AlienRaces
That's the framework, but what about this race?
Title: Re: [1.0] Orassans 🐱
Post by: Canute on December 02, 2018, 06:19:28 PM
Yes kitty (author) forget to made any, and her github is empty too.
Title: Re: [1.0] Orassans n stuff
Post by: nachtfalter on January 12, 2019, 03:21:12 PM
https://rim-world.com/orassans-mod/

Should work, didn't try yet, but will soon.
Just about to gather the mods I want for my new set up.
Orassans is always part of my choices.
Big thumbs up to the creatore, I love your kitties.

edit: works, I have to use the first AlienRaces Framework version for RimWorld 1.0 tho.
When trying to use the latest version linked above, it wouldnt let me create a world.

So if you have problems try that I guess.
Title: Re: [1.0] Orassans n stuff
Post by: TheLunatic889 on January 22, 2019, 12:12:13 PM
Quote from: nachtfalter on January 12, 2019, 03:21:12 PM
https://rim-world.com/orassans-mod/

Should work, didn't try yet, but will soon.
Just about to gather the mods I want for my new set up.
Orassans is always part of my choices.
Big thumbs up to the creatore, I love your kitties.

edit: works, I have to use the first AlienRaces Framework version for RimWorld 1.0 tho.
When trying to use the latest version linked above, it wouldnt let me create a world.

So if you have problems try that I guess.

Hi what do you mean first version? Is the most recent version of alien races incompatible?
Title: Re: [1.0] Orassans n stuff
Post by: skkooma on January 25, 2019, 02:23:17 AM
Quote from: nachtfalter on January 12, 2019, 03:21:12 PM
edit: works, I have to use the first AlienRaces Framework version for RimWorld 1.0 tho.
When trying to use the latest version linked above, it wouldnt let me create a world.

Same problem, didn't let me create a world. Could you post a link to Framework v1?
Can't seem to find anything on google. I just wish author would post on github, especially the lite version.

Quote from: TheLunatic889 on January 22, 2019, 12:12:13 PM
Hi what do you mean first version? Is the most recent version of alien races incompatible?

Edit: There was never a v1. He used the pre-released unstable version for 1.0. Tested and it works.

Download AlienRaces Framework here:
https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_unstable

and Orassans here:
https://rim-world.com/orassans-mod/

Now I only need a proper Orassans Lite, not this crude version I patched up for myself.
Title: Re: [1.0] Orassans n stuff
Post by: TheLunatic889 on January 25, 2019, 03:39:26 PM
Quote from: skkooma on January 25, 2019, 02:23:17 AM

Edit: There was never a v1. He used the pre-released unstable version for 1.0. Tested and it works.

Download AlienRaces Framework here:
https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_unstable

Alien Races has a V1
https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_v1

Or do you mean that the recent Alien Races update doesn't let you create a world?
Title: Re: [1.0] Orassans n stuff
Post by: skkooma on January 26, 2019, 02:20:38 AM
Quote from: TheLunatic889 on January 25, 2019, 03:39:26 PM
Alien Races has a V1
https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_v1

What I mean by "v1" is the mod title which is <name>Humanoid Alien Races 2.0</name>,
I thought there was a <name>Humanoid Alien Races 1.0</name> I could find that would work.
(sorry but I can't explain how I got confused here)



Quote from: TheLunatic889 on January 25, 2019, 03:39:26 PM
Or do you mean that the recent Alien Races update doesn't let you create a world?

The recent update "1.0_v1" https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_v1
doesn't let me create a world

An older update "1.0_unstable" https://github.com/RimWorld-CCL-Reborn/AlienRaces/releases/tag/1.0_unstable
isn't broken so use that I guess