RimWorld

RimWorld

42 ratings
ESCP - Race Tools
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.982 MB
May 11, 2024 @ 2:53pm
Jul 29 @ 8:26am
7 Change Notes ( view )

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ESCP - Race Tools

In 1 collection by Collaboration Projects
ESCP 1.5 Collection
28 items
Description
A continuation of SirMashedPotatoes' mod, now maintained by Theo.
Also on github: https://github.com/TheoPaysRespect/ESCP-Race_Tools
Original mod: https://steamcommunity.com/workshop/filedetails/?id=2681814436

A core mod that is required for the ESCP races. Make sure it is loaded before all of them. This doesn't really add anything by itself, it's just a framework for other mods.

-Requires Harmony
-Includes a modified version of MorrowRim Leather Thoughts by Razza, thanks bunches!.
18 Comments
Ranger Rick  [author] Sep 2 @ 7:35am 
Maybe eventually, but it requires HAR specifically so they are races. Not xenotypes or genes. Also there’s a lot more code that’s useful for true elder scrolls races using HAR.
󠀡󠀡 Sep 2 @ 12:02am 
would it be possible to make all the races use the biotech gene system so we do not need alien race mod
Collaboration Projects  [author] Jul 29 @ 6:06am 
I can't update mods for 1.6 on steam currently due to steam changing how account sharing works. Waiting for it to be resolved. Non-retexture mods are updated on my github over at TheoPaysRespect or at the discord
Chubbygummibear Jul 14 @ 6:30pm 
ah ok i get that. good news is that i got it to compile and init while loaded and there's only 1 error from an ambiguous method with harmony for tile finding. when i checked how Medieval Overhaul handled that, they just commented it out. so i'm a little stumped how important that is lmao
Ranger Rick  [author] Jul 14 @ 5:00pm 
birthsigns core/abilities was just shoved in there, it was meant to be it's own thing at some point
Chubbygummibear Jul 14 @ 3:29pm 
sorry to ask questions about the C# side of things since you guys already said it was an area you're short staffed on. I forked your repo on github to tool around with the existing code and see how bad the differences would be if i just set it to 1.6. I see a lot of the utilities got nuked by the map generation changes, so it requires a bit of fiddling to quell those. although i can't be totally sure if they'll work as intended prior. Luckily I did see that Medieval Overhaul did have their own set of utilities that function similarly and in the case of the settlement spawning preferences, is nearly 1-to-1. so that can probably just be used as they have it. However i am a bit confused by the layout choice with having an sln file for each aspect of the tools. is that intentional or just kind of a holdover from the initial creation style?

I'll probably keep fiddling with it if that's alright, cause i do miss having khajiits in my game lmao
Ranger Rick  [author] Jul 10 @ 7:57pm 
Taran is on the collaboration teams, just busy.
TurtleShroom Jul 10 @ 7:44pm 
That's fantastic! BTW, if you are looking for C-Sharp authors, I recommend Zaljerem and Tarunchuk. Mlie does not do HAR Mod Races out of principle (and because they shafted him, IIRC).
Ranger Rick  [author] Jul 10 @ 7:35pm 
If its a collaboration project race then yes, if you mean this specific mod, Theo mentioned we are trying but are just lacking a dedicated C#, and im busy on FCP release. I plan on updating ALL ESCP and morrowrim mods that were given to us.
TurtleShroom Jul 10 @ 7:28pm 
You'll be uploading these races, though, right?