RimWorld

RimWorld

Mousekin Race
416 Comments
bunners Apr 27 @ 5:28pm 
@sumghai late reply but sweet! thanks a lot ^^
Sencho Apr 26 @ 11:44pm 
awesome
Pixie Time Apr 25 @ 5:33am 
Hi! I'm absolutely obsessed with this mod lmao. Thank you so much for making it!!
sumghai  [author] Apr 23 @ 7:19pm 
@bunners - I'll add that to my todo list for the next major update that I'm currently working on.
bunners Apr 23 @ 4:42pm 
If you're open to compatibility suggestions, VPE- More Plants has flower garden zones specific to the flowers from it. Would you be willing to have the flower reverence precept recognize those?
paladin0 Apr 23 @ 1:13am 
@sumghai :steamthumbsup:
sumghai  [author] Apr 23 @ 12:49am 
@paladin0 - Current workaround is to build a Town Square, and the priest will arrive.
paladin0 Apr 22 @ 5:53pm 
Hello, when I Invite the Priest, but after two days, he didn't show up.
Am I missing something?
sumghai  [author] Apr 21 @ 11:02pm 
@GeekyRaptorStudios - Nah, the brigands' nutsnatching literally means they rob other mice of their (literal) nuts (food).
GeekyRaptorStudios Apr 21 @ 12:47pm 
nutsnatching? does that literally mean they tear off the opponents nutsacks?!
Butterfingerz Apr 21 @ 8:04am 
hello again sorry to bother you, i keep running into an issue where the blunderbuss doesn't fire when i have combat extended installed
sumghai  [author] Apr 17 @ 1:11am 
@Mad Marl - "I am that is. My sword shall wield for me."
Mad Marl Apr 16 @ 10:21am 
Martin the Warrior would approve
sumghai  [author] Apr 14 @ 1:55am 
@Neeko - Please be more specific. What do you mean by "star with"?
Neeko Apr 14 @ 1:41am 
why i can't star with a colony of this race ?
DrunkenScotsman Apr 11 @ 12:49am 
talked to my friend and they don't wanna chat on this thread, so I am gonna go and try do it!
But on their end they simply just cant join.
DrunkenScotsman Apr 11 @ 12:44am 
@sumghai
I'll see what they can do! !
sumghai  [author] Apr 10 @ 11:58pm 
@DrunkenScotsman - I'm not aware of anything in the Mousekin Race that could cause a freeze when a Multiplayer join request is initiated.

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.
DrunkenScotsman Apr 10 @ 3:33pm 
@Sumghai
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.:pillow:
sumghai  [author] Apr 10 @ 9:20am 
@DrunkenScotsman - I don't use Multiplayer myself, and since I have a lot of custom code that runs / curates the custom ideos from this mod, I can't really guarantee compatibility with Multiplayer.

You'll have to be more specific with your bug report; how exactly does it break the game?
DrunkenScotsman Apr 9 @ 10:27pm 
I love this mod, I like to use it; a lot.
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!
OddHornedNinja Apr 9 @ 7:13pm 
I have no idea how to create a patch but I got the hair to work through editing the file so maybe if I every figure out how to create a patch over adding to the original I could post the mod for others. Thanks again for telling me!
OddHornedNinja Apr 8 @ 6:22am 
Ok thanks!
sumghai  [author] Apr 8 @ 6:06am 
@OddHornedNinja - You'll probably have to write your own XPath PatchOperation to tag your desired non-Mousekin hairstyles to be included in the Mousekin style.
OddHornedNinja Apr 8 @ 4:06am 
Oh I am using one of the starting scenarios as well so the ideo is that of the royal like ones.
OddHornedNinja Apr 8 @ 4:03am 
Soooo bit of a odd question but if I wanted to allow more hair styles for the ideology/race how could i go about that? I can easily change them in character editor but they complain shortly after and editing the ideo in dev mode doesn't seem to work.
Stalinator9000 Mar 26 @ 8:27pm 
@sumghai, (cont.)

" 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.
Stalinator9000 Mar 26 @ 8:27pm 
@Sumghai, Thank you for taking your time to reply, appreciate it.

" ... 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
sumghai  [author] Mar 26 @ 7:09pm 
@Stalinator9000 (cont.) -

- 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.
sumghai  [author] Mar 26 @ 7:08pm 
@Stalinator9000 - Glad you're enjoying the mod! Let's unpack your questions/issues:

- 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?
Stalinator9000 Mar 26 @ 8:04am 
Minor (Bug): Any clockwork bill items qued in workbenches get reset after some time, no idea why. Could be a mod conflict on my end.
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
Stalinator9000 Mar 26 @ 8:04am 
@sumghai, Absolutely amazing mod! Thank you for enriching our modding scene with this beauty! Love the art and the general vibe of the mod. <3

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
sumghai  [author] Mar 24 @ 3:09am 
@russ420 - Yes, that's correct.

@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)
IntergalacticTowel Mar 23 @ 8:12pm 
The amount of genuine effort, thought, skill, and talent that's gone into this is really impressive. Perfect for a tech-limited playthrough. Thank you!
russ420 Mar 23 @ 2:12pm 
Do I need to pledge to the mousekin kingdom to unlock mousekin plate armor?
sumghai  [author] Mar 22 @ 6:35pm 
@Cera Ralaz - Both Medieval Overhaul and Rimedieval seem to work well with Mousekin Race, and I personally also like throwing in Vanilla Plants Expanded for added crop variety.
Cera Ralaz Mar 22 @ 11:32am 
Would you recommend a modpack/mod list for smooth medieval only gameplay with this race?
sumghai  [author] Mar 20 @ 7:33pm 
@Butterfingerz - Yes! The Grimalkins will be a non-playable race and faction that will be bundled into this mod in a future update, serving as antagonists to the mice.
Butterfingerz Mar 20 @ 6:53pm 
a general question about the Grimalkin and if there are plans to show em in the future
sumghai  [author] Mar 20 @ 4:43am 
Updated to 1.2.2 (Hotfix) - See the Change Notes for details.

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).
sumghai  [author] Mar 19 @ 11:11pm 
@Prince of Crows - Yup, this is a known issue, and I've verified a fix for it in my dev build. I might release a hotfix later this week.
Prince of Crows Mar 19 @ 10:08am 
Just found a bug interaction with this mod and ReGrowth: Core. If you load this mod after Regrowth, when generating a map, no trees or vegetation will spawn at all. place it before regrowth seems to prevent this. It took me a while to track down what was causing this at first, but even just loading nothing but this mod and Regrowth still causes the issue, so its definitely an interaction between the two.
sumghai  [author] Mar 18 @ 8:56pm 
@Quick Study - Fair enough! It'll be interesting to see if you've encountered an unhandled edge case in my current implementation of the custom ideo/precepts.
Quick Study Mar 18 @ 5:19pm 
@sumghai I did it more that I wanted to finish a idea I had for a underground Ratkin base, but I really liked the Structure for the Word of Valerian. So I took that and used what I could that didn't require unique Ideology buildings. Once I finish with this base, I will move on to a traditional Mousekin run.

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.
sumghai  [author] Mar 18 @ 5:02pm 
@Quick Study - The Flowers Desired precept currently only works for vanilla growing zones - I am not sure (yet) that VPE's custom garden zones are compatible.

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.
Quick Study Mar 18 @ 2:44pm 
I'm not sure if it's because I've commented some sort of heresy by using a modified version of the Mousekin Ideology on the Ratkin, but no matter how many flowers I grow none of them are being detected for the Desired Flowers. I've tired Grow Zones, Flower Garden Zones(VPE), and Flower Pots. Am I missing something as to why flowers aren't being detected?
sumghai  [author] Mar 14 @ 7:20am 
@Butterfingerz - No, fur color is not meant to be changed. This is because different coat colors would visually conflict with the different hair colors, as well as narratively conflict with the name and description of the race being white-furred mice.

@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.
LordofTidar Mar 14 @ 5:31am 
So is there anyone knows how to make a Great Pine Tree for Tree festival ritual? It's listed on description i need minified pine tree..but i cant find it anywhere...
Butterfingerz Mar 14 @ 2:31am 
hello, can fur color be changed?
sumghai  [author] Mar 13 @ 2:22am 
@toaster bath - Yeah, I'm not sure whether it's appropriate for me to deal with that.

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.