RimWorld

RimWorld

Moosesian race
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Update: Jul 25 @ 1:07am

[Auto-generated text]: Update on 7/25/2025 3:07:39 PM.

Fix oversized hat issue & Buff/Nerf to certain melee weapons
//This is only a fix on my end, the actual bug is in base game so you have to wait for the Unstable (1.6.4530) to be released.

WFF_Ironheap
<equippedStatOffsets>: <MoveSpeed> -1.15

WFF_Horsepole
<equippedStatOffsets>: <MoveSpeed> 0.6 -> 1.15


(1.5 & 1.6) Apparel_Base.xml
Add <parentTagDef>ApparelHead</parentTagDef> to Hats parents.
//This is only a temporary fix to the oversized hat issue, we're in the middle of apparel rework.

Update: Jul 16 @ 1:19pm

[Auto-generated text]: Update on 7/17/2025 3:17:28 AM.

[Update: Full adult Moosesian back to being big again]
GeneralRaceSetting.xml:
(1.2 & 1.3)<headOffset>:(0.0, 0.66) -> (0.0, 0.73)
//For these two versions, I've decided to keep the old size for future reference.
(1.4 & 1.5 & 1.6)
<headOffset>:(0.0, 0.73) -> (0.0, 1)
<customDrawSize>:(1.4, 1.4) -> (1.75, 1.75)
<customHeadDrawSize>:(1.0, 1.0) -> (1.25, 1.25)
<customPortraitDrawSize>:(1.4, 1.4) -> (1.75, 1.75)
<customPortraitHeadDrawSize>:(1.0, 1.0) -> (1.25, 1.25)

(1.3)WFF_Flowercrown
Add <hatRenderedFrontOfFace>: true

Update: Jul 14 @ 4:10pm

[Auto-generated text]: Update on 7/15/2025 6:10:25 AM.

About.xml
Add 1.6 into the lsit of supported versions.

1.6 folder created.
A new MS_Scenarios.xml file have been created for version 1.6

Folder 'BodiesSFW' have been moved to the root Texture folder.
Fixed blurry head & clothing texture when zoomed out.

MSModSetting.xml
Edit description for the Mod setting.
//SFW is now the default body, NSFW body is now optional.

GeneralRaceSetting.xml:
<maxDamageForSocialfight>: 30 -> 45

<baseBodySize>: 2 -> 2.5
<baseHealthScale>: 2.5 -> 3.75

<tools> Changes:
Antlers
<power>: 15 -> 40
<cooldownTime>: 1.5 -> 2
<extraMeleeDamages>: Change damageDef to Stun & damage amount 10

1.2 & 1.3
GeneralRaceSetting.xml:
<headOffset>: (0.0, 0.68) -> (0.0, 0.66)
<customDrawSize>: (1.55, 1.55) -> (1.4, 1.4)
<customPortraitDrawSize>: (1.55, 1.55) -> (1.4, 1.4)

<tools> Changes:
Left & Right fist
<power>: 28 -> 36
<cooldownTime>: 2.5 -> 2.4

1.4 & 1.5
GeneralRaceSetting.xml:
<headOffset>: (0.0, 0.32) -> (0.0, 0.66)
Remove <headOffsetSpecific>

<tools> Changes:
Left & Right fist
<power>: 28 -> 36
<cooldownTime>: 2.5 -> 2.4
<extraMeleeDamages>: Change damageDef to Stun & damage amount 10
//Post-Biotech, some enemies has damage reduction that renders Moosesian melee less effective, these changes were made to address that.

Remove <headOffsetDirectional> for Adult and Teenager <lifeStageAges>
Remove Moosesian <lifeStageAges>: MoosesianAdult, MoosesianElder, MoosesianChild
//Use vanilla human lifestage intead, as these are hardcoded in vanilla.

Change the age of which Moosesian progress their lifestage:
Adult: 18 -> 25
Elder: REMOVED
//Basically, Adult is the new Elder, while Teenager now has same state as what Adult used to be.

LifeStages.xml

MoosesianBaby
<bodySizeFactor>: 0.125 -> 0.2

MoosesianTeenager
<bodySizeFactor>: 0.75 -> 0.8
<healthScaleFactor>: 0.90 -> 0.8
<meleeDamageFactor>: 0.9 -> 0.8

MoosesianPreTeenager
Remove <bodyDrawOffset>: (0, 0, 0.32)
//There's already one in the parent
<bodySizeFactor>: 0.6 -> 0.4
<bodyWidth>: 1.25 -> 1.22
<headSizeFactor>: 0.7 -> 0.8
<healthScaleFactor>: 0.7 -> 0.6

MoosesianTeenager
Remove <bodyDrawOffset>
<bodySizeFactor>: 0.8 -> 0.75
<bodyWidth>: 1.33 -> 1.35
<headSizeFactor>: 0.92 -> 0.90

MoosesianChild: REMOVED
//Use Human child lifestage


<bodySizeFactor>0.55</bodySizeFactor>
<bodyWidth>1.3</bodyWidth>
<bodyDrawOffset>(0, 0, 0.03)</bodyDrawOffset>
<headSizeFactor>0.85</headSizeFactor>

<bodySizeFactor>0.4</bodySizeFactor>
<bodyWidth>1.2</bodyWidth>
<bodyDrawOffset>(0, 0, -0.08)</bodyDrawOffset>
<headSizeFactor>0.8</headSizeFactor>

WFF_Archwood
Projectile moved to MSProjectiles.xml
<damageAmountBase>: 30 -> 45
<RangedWeapon_Cooldown>: 2 -> 1
Changes in <tools>:
limb
<power>: 16 -> 26

WFF_Metalbuss
Delete 1.2 version of the XML.
Projectile moved to MSProjectiles.xml
<damageAmountBase>: 70 -> 120
<armorPenetrationBase>: 0.5 -> 0.8
<warmupTime>: 2 -> 3

Changes in <tools>:
stock
<power>: 22 -> 30
barrel
(1.2)<capacities>: Blunt/Poke -> Blunt
(1.3-1.5)<capacities>: Blunt/Poke -> Demolish
<power>: 22 -> 60
<cooldownTime>: 2 -> 3

WFF_Dieselwork
Delete 1.2 version of the XML.
Projectile moved to MSProjectiles.xml
<damageAmountBase>: 35 -> 62

Changes in <tools>:
stock
<power>: 20 -> 30
barrel
<power>: 22 -> 35

WFF_Dieselboiler
Now have its own projectile.
Projectile moved to MSProjectiles.xml
<damageAmountBase>: 35 -> 65
<armorPenetrationBase>: 0.5 -> 0.55
<speed>: 80 -> 84

Changes in <tools>:
stock
<power>: 20 -> 30
barrel
<power>: 22 -> 35

WFF_Rakali
Remove <uiIconScale>
Add <drawSize>: 1.2
New Sprite
<damageAmountBase>: 25 -> 40

Changes in <tools>:
grip
<power>: 16 -> 30
barrel
<power>: 16 -> 30

WFF_Firespitter
Changes in <tools>:
stock
<power>: 16 -> 30
barrel
<capacities>: Blunt/Poke -> Blunt
<power>: 16 -> 45
<cooldownTime>: 2 -> 3

WFF_Firehorn
New Sprite

Changes in <tools>:
stock
<power>: 20 -> 30
barrel
<power>: 22 -> 35

WFF_Antlerbreaker
<RangedWeapon_Cooldown>: 1.2 -> 0.3
<damageAmountBase>: 60 -> 55
<speed>: 125 -> 94

Changes in <tools>:
stock
<power>: 18 -> 30
barrel
<power>: 18 -> 30

WFF_Spinner
New <description>
Remove <drawSize>: 1.2
New Sprite

<burstShotCount>: 2 -> 6
<RangedWeapon_Cooldown>: 1.3 -> 2.3
<ticksBetweenBurstShots>: 0 -> 24
Add <forcedMissRadius>: 1.9
<soundCast>: AlouisRifle -> BerthierLineGun
<soundCastTail>: AlouisRifle_Tail -> GunTail_Heavy
<muzzleFlashScale>: 10 -> 13
Add <targetParams>/<canTargetLocations>: true
Projectile changes: Use WFF_Bullet_VolleyCannon as projectile

Changes in <tools>:
Remove stock
barrel
<power>: 16 -> 50
<cooldownTime>: 2 -> 2.5

WFF_BranchGun
Delete 1.2 version of the XML.
Remove <weaponClasses>
Projectile <label> changes
projectile texture change: MS_Cannonball_69cal
(1.3-1.5) <damageDef>: WFF_BreachBullet_L -> WFF_BreachBullet_S
<damageAmountBase>: 60 -> 8
<stoppingPower>: 8 -> 0.6
<armorPenetrationBase>: 0.80 -> 0.07
<speed>: 90 -> 55
Add <burstShotCount>: 10
Add <ticksBetweenBurstShots>: 1
<RangedWeapon_Cooldown>: 1.6 -> 1.45

<AccuracyTouch>: 0.80 -> 0.7
<AccuracyShort>: 0.85 -> 0.75
<AccuracyMedium>: 0.75 -> 0.65
<AccuracyLong>: 0.60 -> 0.5

Changes in <tools>:
stock
<power>: 20 -> 30
barrel
<power>: 22 -> 35

WFF_Firefly
<drawSize>: 1.3 -> 1.2
New Sprite

WFF_HandRatling
New Sprite

WFF_Rokali
Remove <drawSize>: 1.2
New Sprite
Changes in <tools>:
stock
<power>: 16 -> 30
barrel
<power>: 16 -> 30

MS_VolleyCannonPiece
<soundCast>: Dieselwork -> BerthierLineGun

MSProjectiles.xml
Remove WFF_Bullet_Spinner

MELEE WEAPON CHANGES

WFF_Manchaser
Changes in <tools>:
handle
<power>: 25 -> 34
<cooldownTime>: 2.5 -> 2
head
<power>: 22 -> 65

WFF_Conductor_Wand
Changes in <tools>:
point
<power>: 20 -> 50

WFF_Headcutter
Changes in <tools>:
handle
<capacities>: Blunt -> Poke
<power>: 20 -> 34
edge
<capacities>: Cut/Demolish -> Demolish
<power>: 30 -> 70

WFF_Horsepole
Changes in <tools>:
point
<power>: 30 -> 60
<cooldownTime>: 4.5 -> 3

WFF_Ironheap
Changes in <tools>:
pommel
<power>: 30 -> 50
<cooldownTime>: 2 -> 2.5
point
<power>: 50 -> 150
<cooldownTime>: 2.5 -> 3
edge
<power>: 60 -> 100
<cooldownTime>: 3 -> 2

WFF_Pikebreaker
Changes in <tools>:
pommel
<capacities>: Blunt -> Poke
<power>: 10 -> 17
crossguard
<capacities>: Poke -> Stab
<power>: 15 -> 34
<cooldownTime>: 1.5 -> 2
point
<power>: 24 -> 99
<cooldownTime>: 2 -> 3
edge
<power>: 33 -> 66
<cooldownTime>: 2.2 -> 2

WFF_Signal_Saber
Changes in <tools>:
point
<power>: 11 -> 39
<cooldownTime>: 1 -> 1.5
edge
<power>: 22 -> 48

Update: Apr 7 @ 12:59pm

[Auto-generated text]: Update on 4/8/2025 2:58:55 AM.

//Nothing big to show for this one, but it's a decent step in the right direction.

Backward compatibility Revisit

(1.2)GeneralRaceSetting.xml
Fix antlers & ears positioning
Ears now displayed behind antlers, as they should.

(1.3)GeneralRaceSetting.xml
Add <styleTagsOverride> to <styleSettings>
//So Moosesian won't spawn with vanilla hairstyles.

Add ResearchProjects.xml for 1.2 & 1.3 & 1.4
//This one doesn't have <generalTitle> & <generalDescription>

Add HediffGiverSets.xml for 1.2

Add MSProjectiles.xml for 1.2
//Use the default 'Bullet' damageDef instead of custom ones.

Add MSGunBase.xml for 1.2
//Use 'CompProperties_BiocodableWeapon' isntead of 'CompProperties_Biocodable'

Add MS_Kinderwurst.xml for 1.2
//Made compatible with its respective version

MS_Kinderwurst
Remove redundant & duplicate parents

(1.2 & 1.3)PawnKinds.xml
Add PawnKinds 'MS_Heavensent'

Add Bodies_Moosesian.xml for 1.2
//Remove Tongue as it doesn't exist in 1.2

(1.2)WFF_BranchGun
Change <label> to be the same as other versions.

MS_Cannonball_12pdr_Roundshot
- Fix incorrect texPath: Cannonballs -> CannonRoundShot
Add MS_Cannonball_12pdr_Sphereshot

MS_Cannonball_12pdr_RoundshotBullet
Change <label>
MS_Cannonball_12pdr_SphereshotBullet
Change <label>

WFF_Archwood
Remove <weaponClasses>: RangedHeavy
Remove <rotateInShelves>: false

Update: Apr 2 @ 7:29am

[Auto-generated text]: Update on 4/2/2025 9:28:56 PM.

TL;DR: Weapon distribution rework, pawns now spawn with more variety of weapon, caravan guards now spawn with more advanced (rarer) firearms.
//The tags are still somewhat messy, I might have to come back to fix this later.

PawnKinds.xml
MS_Longman
<weaponMoney>: 500~750 -> 400~650

MS_Warrior_Line & MS_Vanguard_Light & MS_Guard_Grenadier & MS_Guard_Old
weaponTags MSW_Dieselwork changed to MSW_LineInfantry

MS_Guard_Officer & MS_Vanguard_Officer & MS_Warrior_Officer
Remove weaponTags: MSW_Saber
Add weaponTags: MSW_Officer

MS_Warrior_Sapper
weaponTags MSW_Breacher changed to MSW_BreacherWarrior
<weaponMoney>: 500~750 -> 450~600
(1.3-1.5)Add <isGoodBreacher>: true

MS_Vanguard_Sapper
<weaponMoney>: 680~1500 -> 450~450
(1.3-1.5)Add <isGoodBreacher>: true

MS_Guard_Sapper
weaponTags MSW_ExplosiveAntique changed to MSW_BreacherGuard
New weaponTags: MSW_BreacherGuard
<weaponMoney>: 680~1500 -> 450~550

MS_Guard_Old
Remove weaponTags: MSW_LineInfantry
Add weaponTags: MSW_OldGuard

MS_Farmer
New weaponTags: MSW_Farmer
Remove weaponTags: MSW_Civilian_Ranged
<weaponMoney>: 500~1000 -> 200~700

MS_Vanguard_Skirmisher
Remove weaponTagsL MSW_Skirmisher_Ranged
Add weaponTags: MSW_Skirmisher

MS_Vanguard_Elite
(1.2) Fix incorrect label

MS_Vagabond
Remove weaponTags: MSW_Civilian
Add weaponTags: MSW_Vagabond & MSW_LineInfantry

MS_Infirmier_Medic
Remove weaponTags: MSW_Longarm
Add weaponTags: MSW_Medic & MSW_LineInfantry

WFF_Dieselwork
weaponTags MSW_Dieselwork change to MSW_LineInfantry

WFF_Metalbuss
New tags: MSW_BreacherWarrior
<MarketValue>: 450 -> 525

WFF_Firespitter
weaponTags MSW_ExplosiveAntique changed to MSW_BreacherGuard
<MarketValue>: 400 -> 500

WFF_Headcutter
Add weaponTags: MSW_Farmer

WFF_Horsepole
Add weaponTags: MSW_Medic
<MarketValue>: 500 -> 400

WFF_Firehorn
Removed all the old weaponTags.
New weaponTags: MSW_Longarm & MSW_Farmer & MSW_Vagabond & MSW_Medic

WFF_Antlerbreaker
New weaponTags: MSW_Longarm & MSW_OldGuard

WFF_Spinner
New weaponTags: MSW_OldGuard
<MarketValue>: 1500 -> 1000

WFF_HandRatling
New weaponTags: MSW_OldGuard

WFF_Dieselboiler
Remove weaponTags: MSW_Skirmisher_Ranged
Add weaponTags: MSW_Skirmisher

WFF_Rakali
Remove weaponTags: MSW_Civilian & MSW_Civilian_Ranged & MSW_Farmer
New weaponTags: MSW_Vagabond

WFF_Rokali
Add weaponTags: MSW_Farmer

WFF_Signal_Saber
Remove weaponTags: MSW_Saber & MSW_Civilian
Add weaponTags: MSW_Vagabond
<MarketValue>: 750 -> 250

WFF_Manchaser
Add weaponTags: MSW_Vagabond

Update: Mar 24 @ 3:57pm

[Auto-generated text]: Update on 3/25/2025 5:57:30 AM.

WFF_Conductor_Wand
No longer appears as a mid frequency quest reward.
No longer biocodable.
Removed the file from 1.2 version.

WFF_Manchaser
Add file to 1.2 version.
//The only difference this has to newer versions is the lack of weaponClasses.

Melee weapons:
Restructuring and removing redundancy in the XMLs.

Update: Mar 23 @ 3:35am

[Auto-generated text]: Update on 3/23/2025 5:35:06 PM.

SoundDef.xml
AlouisRifle
<volumeRange>: 65~70 -> 55~60
//Noise complaint received

Changed spacing of 2nd passage in the Description of ALL items.

Trader changes
Peddling Farmer:
Will now buy ranged and melee weapons from players.
Increase amount of MedicineHerbal being in stock.

Arms Dealer:
Antlerbreaker have been removed from stock.

Smuggler:
Reduce the chance of MST_Imperial weapons being in stock.
Increase the chance and counts of SpacerGun weapons being in stock.

Church Emissary:
Reduce amount of Silver in stock.
Reduce amount of MealSurvivalPack in stock.
Reduce amount of MedicineUltratech in stock.
Will now buy ranged and melee weapons from players.

Surplus Dealer:
Increase amount of Silver in stock.
Will now buy all Moosesian weapons (MST_ALL) from players.
Sell weapons with MST_Imperial tag instead of MST_Diesel.

Update: Mar 11 @ 4:48pm

[Auto-generated text]: Update on 3/12/2025 6:48:39 AM.

WFF_Spinner
<AccuracyMedium>: 0.50 -> 0.55
<AccuracyLong>: 0.40 -> 0.45

WFF_BranchGun
Edited description.
//I felt something was wrong but I didn't realize how messy the writing was until I checked the JP translation patch.

WFF_Rokali
New description.
<AccuracyTouch>: 0.85 -> 0.9
<AccuracyMedium>: 0.55 -> 0.5

WFF_HandRatling
New description.
<warmupTime>: -> 1.7 -> 1.1
<RangedWeapon_Cooldown>: 2.15 -> 1
<burstShotCount>: 60 -> 30

Update: Mar 9 @ 2:36pm

[Auto-generated text]: Update on 3/10/2025 4:36:38 AM.

This mark the final update for Moosesian late-game weapon roster, there won't be any further changes to the core concept of these guns.
//I have done all that can be done, now only apparel fix left to do.

WFF_Antlerbreaker
new description.

WFF_Spinner
New sprite.
new description.
Add <drawSize>: 1.2
<burstShotCount>: 6 -> 2
<RangedWeapon_Cooldown>: 2.3 -> 1.3
<ticksBetweenBurstShots>: 24 -> 0
Remove <forcedMissRadius>: 1.9
<soundCast>: Dieselwork -> AlouisRifle
<soundCastTail>: GunTail_Heavy -> AlouisRifle_Tail
<muzzleFlashScale>: 13 -> 10
Remove <targetParams>/<canTargetLocations>: true
Projectile changes: Now fire a non-incendiary version of Rokali's bullet.

WFF_BranchGun
Edited sprite.
new description.

WFF_Rokali
New sprite.

New MSProjectiles.xml
All projectiles from post-Napoleonic firearms have been, and will be put here.

MS_VolleyCannonPiece
Now have new projectile of its own: WFF_Bullet_VolleyCannon

Update: Mar 6 @ 11:22am

[Auto-generated text]: Update on 3/7/2025 2:21:57 AM.

WFF_Antlerbreaker
New Sprite.
<drawSize>: 1.25 -> 1.2

WFF_BranchGun
New Sprite.
Add <weaponTags>: MSW_Broomstick
Add <weaponClasses>: ShortShots

WFF_TrunkGun
Sprite swap with WFF_BranchGun.
Remove <weaponTags>
Remove <weaponClasses>: ShortShots