RimWorld

RimWorld

Vanilla Races Expanded - Waster
201 kommenttia
Captain Failure 6.5. klo 11.27 
I guess in that case what I'll do for myself is go in the mod folder and change the efficiency of tox absorption from -1 to 0 since it seems to work as a temporary workaround for custom xenotypes.
Sarg Bjornson  [tekijä] 6.5. klo 11.01 
I don't remember the specifics, but we went about it in a roundabout way to support existing wasters when the mod is installed. We can't guarantee custom xenotypes working with it.
Captain Failure 6.5. klo 10.53 
I'm having the exact same issue where the pollution benefit genes will not go above or below minor unless tox absorption is present. At first I thought it was because I had three of these genes on a person and it was some kind of hidden balance mechanic. Until I adjusted to only have one. Had to use dev mode to manually adjust the severity of the pollution productivity without recreating the entire xenotype and account for the extra metabolic cost.. This is on a custom xenotype, just like the last person. Could potentially be another mod causing the issue. I'll try testing with all of my other mods disabled sometime.
Dea 29.4. klo 10.06 
so after some more messing around I found either a fix or maybe a workaround for this if anyone is having the issue me and Xean were having, if you add the "tox absorption" gene then it starts to scale correctly.

I'm not sure why as this should seemingly be a separate gene that isn't required for scaling your pollution stimulus but this works as a workaround at least.
Dea 29.4. klo 9.56 
@xean I'm having an issue with that, for some reason the normal "waster" xenotype works fine but when I add it to a custom xenotype it just stays at "pollution happiness (minor" no matter if my pawn is on a clean tile or a polluted one. I can't figure this out on my end
Xean 25.4. klo 13.46 
Are there any issues with giving a custom xenotype one or more of the special mutation genes?
SAUCE__GODD 6.3. klo 17.29 
Can we get a cosmetic nose-hole gene?
Trivia Vanille 7.2. klo 21.14 
hey, just to clarify, according to the official compatible mods list on CE, this mod may not be compatible with CE (assuming that list is up-to-date), since this is the only VRE mod not listed there at this time
Sarg Bjornson  [tekijä] 31.1. klo 0.58 
Because it's a cool story?
Wildtrip 31.1. klo 0.58 
This actually makes Wasters even more high maintenance for even less usefulness imo. Why would you ever even take a waster in a mix race colony if they are only getting these buffs in pollution that hurts everyone else and any babies they have will get cancer and they still need psychite?
CrackaJack 31.12.2024 klo 13.34 
"32, which was plenty of time for early humans to proliferate." you couldnt raise your child but ok, they´d all be retarded after 2 generations, get no work done, be slow at everything(have no fighting chance), and yet there are wasters spawning that "didnt degenerate yet" which is ONLY possible if theyre clones of the original.otherwise wasters would have reached max degeneration pretty soon, and that´d be their final version. its impossible for wasters without instability to be born naturally, its a paradox. someone is cloning thousands of these and dropping them on the planet, or they would not have an entire faction.
overthinking, maybe i guess, but gameplay wise this probably makes people banish their wasters offspring or outright sterilize wasters. i guess im trying to say there could be some kind of counter measure...? for lore and gameplay consistency?
Eric 25.12.2024 klo 3.55 
I personally love wasters so thank you Oskar, you are a true gigachad
Secretsquirrel 29.10.2024 klo 17.23 
What if they waste the waste, thus ruining their waste?

But yea I get it, Just sometimes i like to know how technical things are. Appreciate that. Otherwise its a good update. Only thing that would make it better would be a toxic spray gland or something lol.
Oskar Potocki  [tekijä] 29.10.2024 klo 8.49 
Sir, did you see the name of the mod you're commenting on? :)
Secretsquirrel 28.10.2024 klo 15.28 
So burn barrels are actually detrimental to cleaning and more for spreading. Lol alright.
Oskar Potocki  [tekijä] 27.10.2024 klo 15.47 
No net positive, in fact net negative.
Secretsquirrel 27.10.2024 klo 13.11 
I have a question: Will burn barrels earn you a net positive on waste reduction or are you just throwing it in there just to pollute?
Teneksi 20.9.2024 klo 19.07 
If the baseline life expectancy is 80, the extreme instability would drop expectancy to 32, which was plenty of time for early humans to proliferate.

I do think that wasters who spawn in should have different levels of existing mutation. With how much thought and care goes into these mods, I don't buy that we're overthinking it.
Cockylida 20.9.2024 klo 14.44 
I think It'd be cool if Wasters used gas masks that gassed them with tox instead of regular gas masks. Right now the gas mask aesthetic the game gives them doesn't make sense for them, since regular masks are actively detrimental for their pollution stimulus.
Yehoria 11.8.2024 klo 7.46 
Also i really think @CrackJack got a point
Yehoria 11.8.2024 klo 7.45 
@Sarg Bjornson why do wasters only ever naturally spawn with nominal cell instability? Can't it be randomized, the way mutations are?
Sarg Bjornson  [tekijä] 8.8.2024 klo 7.57 
She's a classy lady
Oskar Potocki  [tekijä] 8.8.2024 klo 2.22 
I'm not gonna text you that's weird you always send me pictures of your mom
Sarg Bjornson  [tekijä] 7.8.2024 klo 14.20 
I don't have discord on this PC, but you have my Whatsapp :P
Oskar Potocki  [tekijä] 7.8.2024 klo 13.48 
How's your holiday Sarg? Since you're not replying to me on Discord I figured I'd reach out to you here.
Sarg Bjornson  [tekijä] 7.8.2024 klo 11.03 
That, or it's mechanites
Oskar Potocki  [tekijä] 7.8.2024 klo 2.35 
If it really matters to you, consider coming up with your own head canon. Maybe Wasters have a one-in-a-thousand perfect child that's considered the prodigy and the future of wasters, and is revered as they make many babies?
Kaiakanga 6.8.2024 klo 10.36 
It does matter, to some. That's why people come here to point it out, once in a while. I mean, it's not inherently bad, just kinda nonsensical and we already have some nonsense in this game we choose to embrace or at least tolerate, anyway.
Sarg Bjornson  [tekijä] 4.8.2024 klo 9.01 
No, you are overthinking it. It doesn't matter
Kaiakanga 4.8.2024 klo 8.55 
Na, it's just plain, regular thinking.
Sarg Bjornson  [tekijä] 4.8.2024 klo 7.01 
You are overthinking it
CrackaJack 4.8.2024 klo 5.52 
uh, how would these wasters survive multiple generations if they become that unstable? logic wise, where do the stable xenotypes come from if they cant procreate without losing genetic integrity? is there a way to reduce the instability? i mean they´d die off in 3-4 generations and cant spread, how exactly are you explaining their existence? they´d need to clone themselves or kidnap people to inject their xenotype into, to be able to grow into an actual faction
A_Bottle_Of_Ink_ 3.8.2024 klo 8.23 
what're you lookin at, smoothskin? never seen a ghoul before?
killer_bug 23.7.2024 klo 8.49 
the world if raiders didnt randomly bash up burn barrels
Doggocide 22.7.2024 klo 20.40 
How dare that shriveled lump of a man flip me off!
ODevil 9.7.2024 klo 0.43 
Aww, too bad.
Sarg Bjornson  [tekijä] 8.7.2024 klo 23.10 
Yeah, those two genes won't work together. Asexual reproduction just makes a clone of the pawn
ODevil 8.7.2024 klo 15.43 
I have an issue with a xenotype I made: it has Progressive cell instability and reproduces with Alpha Gene's asexual fission, but the newborn doesn't get any levels of cell instability and is also categorized as a baseliner. Any way to fix that?
M 19.6.2024 klo 19.50 
That thumbnail artwork lol crazy :D also about generational instability, you'd think a mutation could 'fix' that at some point, a mutation to change that would be interesting. Or they just make new wasters from crossbreeds lol
犬走椛 8.5.2024 klo 21.11 
@Greedy Mag Yeah I'd like to know that too since that's what I immediately thought when seeing this. For example it would make sense if a baseliner would die to toxicity but instead somehow mutates into waster etc. to create the 1st gen wasters
Colossal Mothal 27.4.2024 klo 19.41 
Entirely lore related question: with the generational instability, how do they spread? at a certain point shouldn't they just die out? How do they perpetuate their existence in the wider space?
varialzzz 20.4.2024 klo 10.32 
The way you make vanilla races actually enjoyable.. makes me wish Yttakin would get some love, especially with the stuipd naked speed -debuff-
operationbrick 24.3.2024 klo 15.41 
Nice work!
Oskar Potocki  [tekijä] 22.2.2024 klo 9.05 
Sounds like a vanilla bug. It could potentially work exactly the same with Pollution Stimulus gene.
PerishSoftly 22.2.2024 klo 7.42 
Noticed the following interaction:
If you create a Xenotype that includes a pollution mutation (Accuracy in this case), AND includes a means of tox immunity (not sure if total tox immune works, but it does with Total Anti-toxic lungs), AND you implant the xenotype into someone who is currently experiencing tox buildup...

The colonist will have their tox-mutation in an always-on state matching the tox buildup state they had prior to implantation. Don't know if this is intended.
Sarg Bjornson  [tekijä] 4.2.2024 klo 3.21 
Now you know why we say "don't do that" :)
Ashley 4.2.2024 klo 3.09 
Hey, when I installed the whole pack at once of Vanilla expanded features, all the mods that were red because I required DLC I easily deleted, but a bunch of the extra "races" did not appear red, causing a lot of errors because it took a lot of time to figure out it was the race mods preventing my game from working I guess on your end you didn't tag them to require the DLC, figured I'd throw it out there it's just minor detail.
Sammich 20.1.2024 klo 21.57 
@Uhthis under normal circumstances, yes. there are some ways to manage it tho. you can use the biosculptor to handle lifespand reduction, as well as other fancy tech to manage the cancer and weakened immune system. or you could use a xenotype to override the instability gene with a weaker one, and offset the metabolic cost of the mutations with other genes. admittedly it is quite ironic the "belligerent filthy raiders" xenotype needs advanced technolgy to survive
Uhthis 1.12.2023 klo 13.29 
Wouldn't the progressive cell instability just... make it to where the xenotype would go extinct pretty much after a few generations?
[Akio] 4.11.2023 klo 2.33 
Cool, thanks for the reply!