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Am I missing something?
But on their end they simply just cant join.
I'll see what they can do! !
Could you ask your friend to contact me directly here, or on Discord? Better yet, tell them to raise the issue with the Multiplayer devs, and depending on how much info your friend provides, we'll see what we can do.
Yes,I should have been more specific lol. But for some reason, When creating a join link it halts the process and turns your screen gray if you speed up time or play in general.
I myself don't use multi-player a lot either, though my pal keeps bugging me about it.
If I play as any other colony I can freely play mousekin.
Of course, an easy fix would just be disabling ideology or progressively kidnapping mousekin, but do I have the time ( Unfortunately, yes. )
Though, before I figured out what the issue was the bug would also be in singleplayer! Only fix being to reset Rimworld.
But your mod indeed works with multi-player! Aside from the-- issue of course.
You'll have to be more specific with your bug report; how exactly does it break the game?
However, with the multiplayer mod.. (Multiplayer) I've found something out that breaks the game, which i don't understand why. Whenever you have Ideology active while playing with Mousekin and you make your game multiplayer; it breaks it? For some reason. I don't really understand this, yes I should report this in bugs in the Multiplayer Mods discord, but I kinda don't wanna join it.. Mostly, I'm wondering if there is a workaround for this. Maybe like creating a custom colony?
Extremely weird bug in my opinion!
" Indy Town soldier mice pawnkind can spawn with either a crossbow, musket, thunderpike or dagger "
- I may have gotten extremely unlucky(?) and only gotten the crossbow spawns. However I think we have firmly established my rimworld installation may not be indicative of anything other than chaos.
" ...might consider selectable sermon topics that would influence your mice. "
- Sounds amazing, maybe different sermon topics resonate better with different mice types Pious vs Devotionist etc.
Once again, thank you for contributing your time and making something for everyone to enjoy. I will be looking forward to see where you take this awesome mod.
" ... precisely the scope of Biotech DLC support I had in mind "
- So much respect for your design decision and having thought about it as well.
" You'd be surprised at how many players don't make it past their first year. "
- This is exactly why these players may miss out of this part of the mod. Then again you seem to have a clear vision for your mod and want to cater to the type of people who can "make it past 1 year." (The greater effort required the greater the satisfaction when you reach/achieve it)
" Mousekin-unique linkables for production benches are planned for a future update "
- Sounds great, can not wait <3
" ...perhaps you have a conflicting mod... "
- Yes, I think my conclusion is to give Rimworld the old complete re-install because I am seeing a lot of weird interactions
- There are no explicit "gun mice" from the Indy Town faction; Indy Town soldier mice pawnkind can spawn with either a crossbow, musket, thunderpike or dagger.
- Bills being reset and pawns being positioned oddly from workbenches definitely sound like mod conflicts.
- I plan to add more decorative items for the church (e.g. stained glass windows, floor candlesticks), and might consider selectable sermon topics that would influence your mice.
- I deliberately restricted genes for Mousekin xenotypes, because I didn't want them to breed with other races to create hybrids (which would have been a coding and maintenance nightmare). The mice can have children with their own kind, and that's precisely the scope of Biotech DLC support I had in mind.
- The 1 year delay before pledging allegiance is to give time for players to establish their colony first. You'd be surprised at how many players don't make it past their first year.
- Mousekin-unique linkables for production benches are planned for a future update.
- If you have the Ideology DLC and you pick a Mousekin scenario, the game should automatically skip the ideo creation screen; perhaps you have a conflicting mod that alters the ideo creation process?
Minor (Bug): I seem to have some bugs with the mice pathfinding, filth interaction and getting to workbenches, they usually work from 1 additional tile away. This could also be a mod conflict on my end.
I have a lot of praise for other interactions such as the church mechanic (which could be expanded upon) and the windmill process loop etc. but I wanted to highlight the challenges to improve future experiences.
Once again thank you for making such amazing mods <3
2/2
I have now played 2 colonies using this mod and I have some feedback which may be useful for you or not.
Major challenge: The way the mousekin race is implemented means that no genes can be utilized in any way. This results in basically almost all of biotech content is not usable.
Minor: You have to have a colony run for 1 year to join any of the factions. This seems like a very long time to wait with interacting with a large part of the mod.
Minor: Workbenches does not support most link-ables.
Minor: When using the scenarios then you are asked to make a ideology but this is overwritten as soon as you start (Results in wasted time by the user).
Minor (Bug): When I request the "Gun mice" from the independent mousekin they show up with crossbows.
1/2
@IntergalacticTowel - Thanks! I'm currently working on the next major update, which will include more production chains, as well as a small chance for Mousekins to show up in human Outlander factions (the latter will give players who aren't necessarily into medieval runs the opportunity to recruit mice)
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to either Github [github.com] or our Discord server [discord.gg].
Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
I have joined the Discord server and will make a post once I get a save file with the cut down mods. I might have to make a rough test save file for this, as I got a lot of mods that might break if I remove them.
Also, applying a Mousekin ideo to a Ratkin faction seems rather odd.
Could you pop over on to the Mousekin Race discord? I suggest stripping your mod list down to the bare minimum number of mods (<10 including DLCs), and sharing your save file there with me.
@LordofTidar - If you are on a Temperate or Boreal biome map, extract (not harvest or cut) a Pine tree somewhere on the map, and use that to build a Great Pine.
Mousekin Cloth ears are supposed to have the same (I.e. none) research unlock requirements as basic vanilla apparel, so a third-party mod that significantly alters the vanilla tech tree isn't something that could be accounted for easily.