RimWorld

RimWorld

Moosesian race
Showing 11-20 of 159 entries
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Update: Mar 1 @ 12:34pm

[Auto-generated text]: Update on 3/2/2025 3:34:19 AM.

Fixed an issue where babies/child Moosesians have Adult body type.

WFF_Pikebreaker
New sprite.

Update: Feb 24 @ 12:19pm

[Auto-generated text]: Update on 2/25/2025 3:19:31 AM.

TL;DR: Ghoul body support + Redrawn weapon sprites.

Update MSModSettings.dll (1.4/1.5): Change the method of getting into specific XML node.

GeneralRaceSetting.xml
Add <extendedGraphics> in <graphicPaths>/<body>: Add support for Ghoul body.
//Unless Facial Animation patch is enabled, the head will still change to that of vanilla ghoul's.

WFF_Horsepole
New Sprite.
<drawSize>: 1.25 -> 1.5

WFF_Headcutter
Slight Sprite edit.

WFF_HandRatling
New Sprite.

WFF_Ironheap
New Sprite.
Add <drawSize>: 1.25

WFF_Signal_Saber
New Sprite.

Update: Feb 17 @ 9:52am

[Auto-generated text]: Update on 2/18/2025 12:52:40 AM.

The Mod Settings is now functional!
You can now toggle between NSFW (default) and SFW body texture!
(Requires restart for changes to take effect)

Folders 1.4 and 1.5 have their own Assemblies for their respective version of Mod Settings.
//Because 1.2-1.3 still use old body texture.

Remove BodiesSFWPatch.xml
//This is not needed anymore.

Update: Feb 16 @ 12:44pm

[Auto-generated text]: Update on 2/17/2025 3:44:11 AM.

//I have been trying to get into C# in order to make mod setting, albeit I'm not very familiar with it yet.
Texture changes
NSFW body texture is now back as the default.
SFW body texture have been renamed and moved to their own folder (BodiesSFW).

(Unfinished) Add mod setting that allow player to pick between normal and SFW texture.
(Unfinished) BodiesSFWPatch.xml: A patch that change folder directory of Moosesian body texture to SFW version.
//Disabled as comment until the mod setting is ready.

Add Assemblies folder with (WIP) .dll file for mod setting.
Add Source folder along with C# project files and all related stuff.
MSModSetting.xml: new Keyed .xml file for Language folder.

ResearchProjects.xml
MSR_RifledFirearms
<baseCost>: 7700 -> 7200
Replace Machining with Gunsmithing as <prerequisites>

Update: Feb 13 @ 4:17pm

[Auto-generated text]: Update on 2/14/2025 7:17:12 AM.

WFF_Antlerbreaker
<damageAmountBase>: 55 -> 60
<stoppingPower>: 2.5 -> 5
<armorPenetrationBase>: 0.75 -> 1
Replace <soundCast> & <soundCastTail> to AlouisRifle & AlouisRifle_Tail

WFF_Spinner
<forcedMissRadius>: 1 -> 1.9
<stoppingPower>: 0.5 -> 0.2
//This is the most I can do without nerfing rate of fire.

WFF_HandRatling
<damageAmountBase>: 3 -> 7
<stoppingPower>: 0.25 -> 0.55
<armorPenetrationBase>: 0.05 -> 0.1
<speed>: 33 -> 60
<RangedWeapon_Cooldown>: 1.35 -> 2.15
<range>: 29.9 -> 24.9
<ticksBetweenBurstShots>: 3 -> 6

WFF_Rokali
<damageAmountBase>: 40 -> 45
<stoppingPower>: 2.5 -> 4
<armorPenetrationBase>: 0.67 -> 0.8
<speed>: 87 -> 94
Replace <soundCast> & <soundCastTail> to AlouisRifle & AlouisRifle_Tail

MS_VolleyCannonPiece
<RangedWeapon_Cooldown>: 5 -> 4.8
Change <defaultProjectile> to WFF_Bullet_Spinner
<burstShotCount>: 25 -> 9
Add <forcedMissRadius>: 0.9
<soundCast>: Rakali -> Dieselwork
<muzzleFlashScale>: 10 -> 13

WFF_BranchGun
Change <label>
//Concept swap, branchgun will now be shotgun reserved for the Holy Order nuns instead of trunkgun.
<stoppingPower>: 4 -> 8
<armorPenetrationBase>: 1.00 -> 0.8
<speed>: 97 -> 90

SoundDef.xml
Remove Antlerbreaker

Update: Feb 7 @ 1:21pm

[Auto-generated text]: Update on 2/8/2025 4:20:49 AM.

MS_Kinderwurst
Change parents to 'MealBase'
Remove redundant elements.
<DeteriorationRate>: 2 -> 0.1
Remove <babiesCanIngest>

MS_Kinderwurst_Herbed
BloodFiltration: 10% -> 20%

//Kinderwurst as a concept sound very promising as a signature fish for Moosesian, but in term of gameplay there is much to be figured out.

Damages_Misc.xml
//TL;DR: Adjusted building damage factor in according to recent balance patch.
Remove WFF_BreachBullet_Base
Remove redundant elements.

WFF_BreachBullet_S
DamageFactor for all building & plant: 2.5 -> 2

WFF_BreachBullet_M
DamageFactor for all building & plant: 3.5 -> 3


WFF_Archwood
<RangedWeapon_Cooldown>: 3 -> 2

WFF_Metalbuss
<damageAmountBase>: 60 -> 70
<RangedWeapon_Cooldown>: 5.5 -> 5

//Apparently I forgot to implemented these two change...

Update: Jan 26 @ 11:21am

[Auto-generated text]: Update on 1/27/2025 2:21:39 AM.

Post-Napoleonic Firearms Revisit
TL;DR: I've chosen and re-balanced ranged weapons roster for late game, any weapons included in the research beyond this point will be moved to separated mod in the future.
//This update is an attempt to flesh out late game content proper, bringing the much needed consistency and balance to post-Napoleonic, Victorian themed firearms.

WFF_Antlerbreaker
<damageAmountBase>: 30 -> 55
<warmupTime>: 1 -> 1.3
<RangedWeapon_Cooldown>: 2 -> 1.2
<range>: 49.9 -> 54.9

WFF_Spinner
Delete xml from 1.2 version folder.
Change ParentName
Change projectile <label>
Add <shaderType>: TransparentPostLight
Add <color>: (254,189,58)
<researchPrerequisite>: MSR_Breechloader -> MSR_RifledFirearms
<WorkToMake>: 12000 -> 30000
<MarketValue>: 600 -> 1500

Switch <damageDef> to Bomb
<damageAmountBase>: 36 -> 20
<armorPenetrationBase>: 0.46 -> 0.03
Add <explosionRadius>: 1.9
Add <thingClass>: Projectile_Explosive
Add <ai_IsIncendiary>: true
Add <arcHeightFactor>: 0.7
Add <shadowSize>: 1
Add <explosionDelay>: 0
<warmupTime>: 1 -> 1.7
<RangedWeapon_Cooldown>: 2 -> 1.3
<range>: 39.9 -> 49.9
Add <burstShotCount>: 6
Add <ticksBetweenBurstShots>: 24
Add <forcedMissRadius>: 1
<muzzleFlashScale>: 12 -> 13
Add <targetParams>/<canTargetLocations>:true
<skillRequirements>: Crafting 8 -> 10
<costList>: ComponentIndustrial 2 -> 6

<AccuracyTouch>: 0.85 -> 0.45
<AccuracyShort>: 0.75 -> 0.6
<AccuracyMedium>: 0.70 -> 0.5
<AccuracyLong>: 0.60 -> 0.4

WFF_HandRatling
<RangedWeapon_Cooldown>: 1.6 -> 1.35
<warmupTime>: 1 -> 1.7
<range>: 34.9 -> 29.9
<burstShotCount>: 50 -> 60
<ticksBetweenBurstShots>: 6 -> 3

WFF_Rokali
//Changes also applied for 1.2 version.
Add <shaderType>: TransparentPostLight
Add <color>: (254,189,58)
Change <damageDef>: Bullet -> Flame
<damageAmountBase>: 30 -> 40
<armorPenetrationBase>: 0.75 -> 0.67
<AccuracyTouch>: 0.80 -> 0.85
<AccuracyShort>: 0.75 -> 0.80
<AccuracyLong>: 0.20 -> 0.40

WFF_BranchGun
<damageAmountBase>: 90 -> 60
<RangedWeapon_Cooldown>: 4 -> 1.6
<warmupTime>: 2 -> 0.9
<AccuracyTouch>: 0.60 -> 0.8
<AccuracyShort>: 0.70 -> 0.85
<AccuracyLong>: 0.55 -> 0.6
<range>: 54.9 -> 49.9

WFF_AlouisRifle & WFF_BLG
Replace <researchPrerequisites> with <researchPrerequisite>: MSR_Breechloader

Update: Jan 15 @ 6:27am

[Auto-generated text]: Update on 1/15/2025 9:27:35 PM.

TL;DR: Research tree changes.

Fix: Remove south texture for WFF_Civilianwear
//This was WIP texture that I never got around to finish, it was never intended to be released, yet.
WFF_Civilianwear: Disabled <graphicData>/<shaderType> & <useWornGraphicMask> for now.

ResearchProjects.xml
Research tree rearranged,<prerequisites> changed for some projects.

Change <researchPrerequisite> for the following:.
WFF_Rakali: MSR_MusketCraft -> MSR_WarriorPath
WFF_Dieselboiler: MSR_MusketCraft -> MSR_VanguardPath
WFF_Firespitter: MSR_MusketCraft -> MSR_GuardPath

WFF_OldGuardBearskin: Now also require MSR_GuardPath
WFF_GeneralPickhat: Now also require MSR_RifledFirearms
<label> changed to match WFF_VanguardPickhat.
WFF_VanguardPickhat: Now also require MSR_RifledFirearms

Update: Dec 26, 2024 @ 5:28pm

[Auto-generated text]: Update on 12/27/2024 8:28:16 AM.

Hi, it's been a while!
TL;DR: New texture for all shakos + 1 new shako.

BackstoryDef.xml
Adjust <skillGains> for MS_Carpentry_Student.

Apparel_Base.xml
New ThingDef parent for all shakos.

Apparel_Woodlander.xml
New texture for WFF_WarriorShako

WFF_VanguardShako:
New texture.
Minor capitalization fix.

WFF_SkirmishShako:
New description.
New texture.
New <tags>.
//Skirmisher apparel no longer share the same tag as Vanguard but has its own exclusive.

New apparel: WFF_GuardShako.

Update: Dec 12, 2024 @ 4:24pm

[Auto-generated text]: Update on 12/13/2024 7:24:27 AM.

Moosesian body texture have been replaced with SFW version.
//Although the texture is done and ready, its inclusion in this release was not intentional, this will be reverted later.

Updated sprite for Moosesian box artillery.

Change <techLevel> for ALL Moosesian factions (including player) back to Medieval.
//This was done to stop them from using drop pod raid on player.
//Technically, they shouldnt be able to use drop pod anyway, too heavy.