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Messages - Hiztaar

#16
Yes, Xenos are standalone :)
#17
Version updated for A18.

Many rebalancing for weapons and armors (especially armors).
Xenos will attack much more often.

Xenos bring no loot (there is nothing to loot from an bag of mankilling acid), only challenge !
Vanilla Weapons will certainly not be enough to fight them back.
#18
Thanks a lot Albion :]
#19
I don't see any difference in the mandatory tags. I removed those useless for a permanent enemy faction.

I can show you the files if you want, you will see.
#20
Hi everybody,

Here is my problem. I have made my Alien Xenomorphs mod. So I have my aliens race, pawns and faction. The faction is Hidden and obviously not humanlike. They are ennemies and should normaly spawn to attack. But here is the issue, everytime I try to spawn them, I get this error :

Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x002c1] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_Raid.cs:185
  at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Incidents\Workers\PawnsArrive\IncidentWorker_RaidEnemy.cs:24
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\IncidentDef.cs:283
  at Verse.Dialog_DebugActionsMenu.DoRaid (RimWorld.IncidentParms parms) [0x0002e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:2239
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey9+<DoListingItems_MapActions>c__AnonStorey5+<DoListingItems_MapActions>c__AnonStorey7+<DoListingItems_MapActions>c__AnonStorey8.<>m__0 () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugActionsMenu.cs:235
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00045] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionListLister.cs:23
  at Verse.Dialog_DebugOptionListLister.DoListingItems () [0x00037] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DevTools\Dialogs\Dialog_DebugOptionLister.cs:45
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x000ee] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_OptionLister.cs:60
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x0021c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:195
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)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:199)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


Of course they don't spawn alone and the manual spawn from dev console bring me that.

Do someone knows how to fix that ?

Thanks
#21
Actually they should be independent from the Core mod :)
#22
They are indeed untamable as Xenomorphs who would be isolated would turn into queen and then start a new killing spree to just build their colony of xenos. Even in the extended universe I've never seen a single occurence of tamed Xeno. "It's a perfect organism. It's structural perfection is matched only by it's hostility." - Ash

;)
#23
I know this bug. Please redownload core mod and uscm faction mod as it has been fixed in the latest version.
#24
They are a hidden faction but maybe 5% of spawn is too low. I changed to 10% you can redownload and try :)
#25
That's pretty weird. What storyteller and difficulty do you play with ?

Xenomorphs have pretty low chance of appearing but they should appear anyway. Is anyone else having the same issue ? Did other people saw some xenos coming to ravage their nice and cute colony ?
#26
All mods have been updated with price balance and a bugfix for the US Colonial Marines faction.
#27
Guess what has just been released...



You can download the Xenomorphs Faction now or subscribe on Steam directly !


Xenomorphs Faction :

#28
I think Remote Explosives Mod may conflict with any Security related mod. UA 571-C is normally compatible with any Vanilla friendly security mod. I add it to the incompatibility list. Thanks :)
#29
Patched for A17 already. More to come soon :)
#30
Hi guys. A16 is not compatible with A17. But on Steam I updated the mod for A17 and it works fine. Some people still use A16 that's why I did not move the forum version to A17 yet but I may do it by end of June, with the addition of a new secret mod for USCM :)