RimWorld

RimWorld

Moosesian race
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Update: Dec 19, 2022 @ 9:59am

[Auto-generated text]: Update on 12/20/2022 12:59:03 AM.

Post-1.4 release hotfix2
TL;DR: Babies & Children should be spawning properly now.

GeneralRaceSetting.xml
Remove <Child> <Baby> from <bodyTypes>
Edit <ageGenerationCurve>, allowing the spawning of children.

Edit <lifeStageAges>
Baby -> Child -> PreTeen -> Teen -> Adult, in that order.
Old: 0 -> 1.2 -> 4 ->10 -> 13
New: 0 -> 3 -> 6 ->10 -> 13

Change Growth moment(growthAges) time span:
Old: 2 -> 5 -> 20
New: 4 -> 7 -> 10

Update: Dec 17, 2022 @ 10:12am

[Auto-generated text]: Update on 12/18/2022 1:12:41 AM.

Post-1.4 release hotfix1

AutoRatling.xml
Description update, replace any mentions of 'belt' with 'magazine'.
//Autorat was initially supposed to be a very huge Vickers gun, but the concept was changed halfway through the drawing process, but I forgot to update this.

GeneralRaceSetting.xml
Add <reproduction> section along with unique fertility range for both genders of Moosesian.
<femaleFertilityAgeFactor>
<maleFertilityAgeFactor>
Remove <blackGeneList> in favor of <blackGeneTags> and <blackEndoCategories>
More type of genes blacklisted, mostly the one that affect pawn appearance & hair colors.
//I'm not used to how genes work yet, so for now we will be blocking anything that could cause an issue.

Update: Dec 16, 2022 @ 12:07pm

[Auto-generated text]: Update on 12/17/2022 3:07:21 AM.

!!!1.4 UPDATE & New research project and firearms!!!
† = Changes that were made as a result of 1.4 update.

ResearchProjects.xml now moved to root Def folder.
All range weapons xml now removed from version specific folder into root Def folder.

About.xml
New mod description, now 1.4 compatible.

GeneralRaceSetting.xml
† Add <femaleFertilityAgeFactor>
† Add <maleFertilityAgeFactor>
† Add <growthAges>
† Add <lovinIntervalHoursFromAge>
† Replace <aliencrowntypes> with <headTypes>
† Replace <alienbodytypes> with <bodyTypes>
┕ Add <Child> & <Baby> into <bodyTypes>
† Remove <useGenderedHeads><useGenderedBodies>
† Add <bodyPartLabel> which is now used along side <bodyPart> (which now use def instead of label).
† Replace <ToxicSensitivity>=1.5 with <ToxicResistance>=0 and <ToxicEnvironmentResistance>=0
//Moosesian formerly gain 150% toxic buildup as part of the balance, but with this new system, it is impossible to do so.
† In <race>/<lifeStageAges>; replace 'HumanlikeToddler' with 'HumanlikePreTeenager'(Come after HumanlikeChild, both have their values swapped)
Remove [Dark Blonde] hair color.
Add [Blood Red] hair color.
Add more list of race-restricted weapons into <weaponList>
† Add <blackGeneList> along with forbidded genes(Just the gene that could affect bodytype)

MSFactions.xml
† Replace <geneticVariance> with <melaninRange> for both player and NPC faction.

BackstoryDef.xml - dedicated def file for 1.4
Replace <AlienRace.BackstoryDef> with <AlienRace.AlienBackstoryDef>
Remove <chance> from traits in <disallowedTraits>
Replace <baseDescription> wtih <baseDesc>
In <skillGains> replace <defName> & <amount> with <key> & <value>

† HeadTypeDefs.xml - New xml for custom head types.

SoundDef.xml - New xml for custom gunshot sounds.

Damages_Misc.xml
Redefined damage defNames to avoid conflicts with other mod.
Custom 'bullet' damage def with breach damage to use with Moosesian firearms.

ResearchProjects.xml
New Research Project : MSR_GreatWarArms
Rearrange projects layout.

Weapons Changes
Fix description discrepancy between versions.
Changed range weapon projectile labels (For future CE reference)
Add market value for Rakali
Metalbuss now able to target location and deal extra damage against building and trees.
Dieselwork & Dieselwork now deal extra damage against all building and trees.
Firespitter now deal extra damage against passable building.
Horsepole: texture edit.

Projectile stats (AP, bullet speed), range and market value adjustments
Metalbuss
AP: 150%->100%
range: 65->55
speed: 100->90
Dieselwork
AP: 75%->50%
range: 55->45
market value: 600->500
speed: 100->80
Antkiller
AP: 50%->30%
range: 41->31
market value: 400->200
speed: 75->65
Rakali
AP: 62.5%->41.6%
range: 30->35
speed: No changes.
Firespitter
range: 55->35
market value: 0->400
speed: 70->46
Firehorn
AP: 25%->17%
range: No changes.
market value: 550->450
speed: 90->50
Dieselboiler
AP: 75%->50%
range: 55->45
market value: 600->570
speed: 100->80
Antlerbreaker
AP: 100%->75%
range: 60->50
speed: 150->125


New Weapons:
More guns for late game research as well as arrival of endgame weapons.
Note: some of these weapon have different name/label from their defName.

MSR_RifledFirearms:
> Antrifle

MSR_Breechloader:
> Branchlever
> Hand Ratling
> Rokali
> Ironspin

MSR_GreatWarArms:
> Berthier line gun
> Alouis rifle
> Ratling cannon
> Firefly
> Trunk gun

Update: Sep 11, 2022 @ 10:23am

[Auto-generated text]: Update on 9/12/2022 12:23:27 AM.

RoyaltyFactionPatch.xml
Quick fix : Will now check first if the player has Royalty installed before beginning patch operation.
//No longer throw an error if you don't own Royalty DLC

Update: Sep 11, 2022 @ 9:47am

[Auto-generated text]: Update on 9/11/2022 11:47:06 PM

MSFactions.xml
The Moosesian NPC faction is now <naturally hostile> by default; they will raid you, but you can still make friend with them with some efforts.

RoyaltyFactionPatch.xml
Fixing an issue where the Empire is permanently hostile to player if they started with "Wandering Vagabonds" scenario, effectively blocking them from Royalty questline.
Add "MS_PlayerFaction" to <permanentEnemyToEveryoneExcept> list.

MS_Scenarios.xml
Description and scenario summary changes.
Reduce starting pawn count : 6 => 5
Adjusting starting items :
Steel 500 => 600
Wood 300 => 600
Pemmicans 3000 => 2400
Remove 750 steels scattering around the map.

Update: Aug 16, 2022 @ 8:18am

[Auto-generated text]: Update on 8/16/2022 10:18:35 PM.

An insignificant update that took longer than it should have.

New ears sprites, drawn in 256x256 px dimension.
//Now the ears are bigger, more noticeable, and most important of all; fluffier!

New antlers sprites, same dimension as before.
//Now looks, and feels like it is heavy enough to actually weight you down.

Update: Aug 2, 2022 @ 8:51am

[Auto-generated text]: Update on 8/2/2022 10:51:18 PM.

Texture updates for the following weapons:
Metalbuss
Dieselwork
Dieselboiler
Antkiller
Rakali
Firehorn
Firespitter

Revert some changes from [17 Jul, 2022] update for these following weapons:

Dieselwork
Damage : 40 => 30
Cooldown : 4 => 3
Warm-up : 2 => 1.5
DPS : No changes.

Dieselboiler
Damage : 40 => 30
Cooldown : 5 => 4
Warm-up : 3 = > 2
DPS : No changes.

Antkiller
Damage : 27 => 20
Cooldown : 3.5 => 3
DPS : 6 => 5

Rakali
Damage : 35 => 25
Cooldown : 3 => 2
DPS : No changes.

Firehorn
Damage : 45 => 35
Cooldown : 3.5 => 2.5
DPS : No changes.

Update: Aug 1, 2022 @ 10:53am

[Auto-generated text]: Update on 8/2/2022 12:53:09 AM.

TL;DR: New sprites and conductor wand rework
//Admittedly I barely touched psychic content while I was playing this race, and pretty much forgot this tech research line existed, until now.

Cannonball roundshot got new sprites for single, multiple and full stack.
All melee weapons + Antlerbreaker got new revised texture/sprites
//mostly just old version with slight edits and thicker outline so they could blend in with vanilla artstyle better
//The rest of the range weapons will come tomorrow

MeleeWeapon_Conductor_Wand.xml
//Fix the issue where you can craft the wand without using resources
Add <stuffCategories> = Metallic
//99% psychic sensitivity offset decreased to 20%, the wand's main focus now are the flat 1 second increase to neural heat recovery rate and marginally better melee DPS.
<PsychicSensitivityOffset> 0.99 -> 0.2
<PsychicEntropyRecoveryRate> 0.1 -> 1
Melee damage : 20 -> 14
Melee cooldown : 3s -> 2s

MeleeWeapon_Headcutter.xml
<equippedAngleOffset> -65 -> 0

MeleeWeapon_Pikebreaker.xml
<equippedAngleOffset> 45 -> -5

MeleeWeapon_Ironheap.xml
<equippedAngleOffset> -65 -> 0

Update: Jul 30, 2022 @ 10:06am

[Auto-generated text]: Update on 7/31/2022 12:06:19 AM.

I've finally finished my first ideology playthrough, bad news is that it took me months(Life has not been kind, but again the same could be said for anyone in current year), good news is now I can use the feedback to update this mod accordingly from now on.

MS_ArtilleryCannonBase.xml
//As per Rimworld standard, we wouldn't use specific & technical name as label on anything, but the old "cannon artillery" could be confused with similar content added in by the other mods, hence the changes.
Building/turret's Label & Description changes
//Making this thing more portable, it's not realistic but the old weight wasn't either as it didn't include the carriage.
Mass 985->150 kg
//If we're going to make this thing take 3+7 secs to shoot, might as well make it worth the ammo's steel cost. (Yes, I know the whole gimmick of this mod is "Big damage, garbage acc/firerate" but at least we have to keep it playable.)
Accuracy changes
From (close-short-medium-long)
60%->75%->80%->70%
To
70%->75%->80%->75%
Warm-up & Cooldown adjustment
//Artillery no longer fire instantly at target +10s cooldown, but now take 3s to warm-up and 7s cooldown.
Warm-up time changed from 5 -> 3 seconds
Cooldown time changed from 5 -> 7 seconds
Add <turretBurstWarmupTime> = 3
<turretBurstCooldownTime> 10 -> 7

Texture
Pikebreaker got new sprite.

Update: Jul 16, 2022 @ 10:27am

[Auto-generated text]: Update on 7/17/2022 12:27:08 AM.

Minor patch focusing on weapon re-balance.
There was supposed to be a patch similar to this from a few months ago, with main focus being DPS adjustments, however the changes were too drastic for vanilla balance and thus scrapped.
With this new patch's aim being armor penetration nerfs & stopping power buffs, I decided to use this chance to implement the mentioned adjustments, albeit with softened numbers. Should the new damage output prove too much for people, it will be reverted back later on.

Metalbuss
Armor penetration : 180% => 150%
Stopping power: 2.5 => 4 (Thrumbo/Megasloth can now be staggered)
Damage : 40 => 50
Cooldown : 4 => 5.5
DPS : No changes.

Dieselwork
Armor penetration : 150% => 75%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)
Damage : 30 => 40
Cooldown : 3 => 4
Warm-up : 1.5 => 2
DPS : No changes.

Dieselboiler
Armor penetration : 150% => 75%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)
Damage : 30 => 40
Cooldown : 4 => 5
Warm-up : 2 = > 3
DPS : No changes.

Antkiller
Armor penetration : 100% => 50%
Stopping power: No changes. (Human-sized only)
Damage : 20 => 27
Cooldown : 3 => 3.5
DPS : 5 => 6

Antlerbreaker
Armor penetration : 150% => 100%
Stopping power: 1.5 => 2 (Mechanoids/Mooses can now be staggered)

Rakali
Armor penetration : 125% => 62.5%
Stopping power: No changes. (Human-sized creature up to Megaspider)
Damage : 25 => 35
Cooldown : 2 => 3
DPS : No changes.

Firespitter
Stopping power: No changes. (Human-sized creature up to Bear/Muffalo)
Damage : 80 => 60
DPS : 16 => 12

Firehorn
Armor penetration : 50% => 25%
Stopping power: 4 => 2.5 (Human-sized creature up to Bear/Muffalo)
Damage : 35 => 45
Cooldown : 2.5 => 3.5
DPS : No changes.