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RimWorld => Mods => Releases => Topic started by: hauvega on November 25, 2017, 09:15:05 PM

Title: [1.2,1.1,1.0] Equiums Storyteller Work SILENT RAIDS
Post by: hauvega on November 25, 2017, 09:15:05 PM
              (https://i.imgur.com/meOTKyC.jpg)
Updated for 1.1, 1.2       

Steam Equiums (http://steamcommunity.com/sharedfiles/filedetails/?id=1211945995)
Direct original head texture 1.1,1.0 version  Equiums (https://www.dropbox.com/s/ljiyxsrjwacj99j/Equiums.zip?dl=1)


Strange anthro horse looking people that are a bit faster and stronger than normal human race. Oh, they are also able to eat bushes and hay !

Features:
Storyteller added with horse in black incident.  Storytellers now a separate patch mod now for use with Anything Goes, Lite Lite, and Mystery versions.
- Recruitable/Playable
- Neutral NPC factions
- Able to have human hair
- 4 Different colors
- Vegetarian
- Lore and Furry Friendly
-  Slicing Horseshoes, flaming arrows bows, explosive arrows bows, horse nail gun, horse cheater pipe, and horse pipe wrench weapons to the mystery and lite lite builds.

Created an eat everything patch  as requested.
Changes food restriction and food type.
(https://i.imgur.com/7gO7HHi.png)
direct download Equiums Can Eat Everything (https://www.dropbox.com/s/jwogte00xc2agia/EquiumsNoFoodRestrictionPatch.zip?dl=1)
steam Equiums Can Eat Everything (https://steamcommunity.com/sharedfiles/filedetails/?id=1913484177)
Wall and Floor Art addon mod now released.
(https://i.imgur.com/QB50Wvx.jpg)
Steam Equium Wall N Floor Art (https://steamcommunity.com/sharedfiles/filedetails/?id=2016401914)
Direct Equium Wall N Floor Art (https://www.dropbox.com/s/gqx9cui7hpwd5ul/EquiumWallNFloorArt.zip?dl=1)

Mystery version is now a permanent version.  Has all the new textures including new storytellers and difficulty levels.  At this moment 3 race restricted weapons have been added.
Play it to find out what's in it.(Where did I hear that one before.)
Direct Equiums Mystery (https://www.dropbox.com/s/0lue9y6c89lecz3/Equiumsmystery.zip?dl=1)
Steam Equiums Mystery (https://steamcommunity.com/sharedfiles/filedetails/?id=1666763954)
Steam    Equiums Lite Lite (https://steamcommunity.com/sharedfiles/filedetails/?id=1716360731)
Direct  Equiums Lite Lite (https://www.dropbox.com/s/vcuagvu4ixebaro/Equiumslitelite.zip?dl=1)

(http://i.imgur.com/PvmUJKY.png) (https://imgur.com/PvmUJKY)

A very plain version of Equiums. One faction plus player colony. One horse scenario with passive coolers already researched.
No foods, no weapons, no extras, no race restrictions. Only tails and heads. Can eat everything and anything.
More chances of going manhunter now.

Steam     Equiums Anything Goes (https://steamcommunity.com/sharedfiles/filedetails/?id=1774876106)
Direct  Equiums Anything Goes (https://www.dropbox.com/s/q4pzg1h2awikm3b/EquiumsAnythingGoes.zip?dl=1)

Weapons pack for Equiums and Equiums Anything Goes mods.  Has 7 weapons in it.  It is race restricted and has race restricted research.  Equiums can still use other non restricted weapons.
(http://i.imgur.com/ihJ6vP3.png) (https://imgur.com/ihJ6vP3)
Steam     Equiums Weapons Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=1837824281)
Direct  Equiums Weapons Pack (https://www.dropbox.com/s/6glut2r8661ikhs/EquiumsWeaponsAddon.zip?dl=1)


Have to use this patch for modded weapons for the whitelist to work properly.
(http://i.imgur.com/2NGuERh.png) (https://imgur.com/2NGuERh)
Steam     Equiums Weapons Whitelist Patch (https://steamcommunity.com/sharedfiles/filedetails/?id=1837961760)
Direct  Equiums Weapons Whitelist Patch (https://www.dropbox.com/s/zwtia0m3pp046mb/PatchingthePatches.zip?dl=1)



Separate Storyteller pack now.  2 Storytellers.  Custom incidents such as silent raids, killer horses, killer rabbits, and manhunting turtles.  Customized animal races for the incidents.  Man in Black for normal play and Horse in Black event for my race mods.  Right now works with Anything Goes, Equiums, New Equiums, New Equiums Player Only, and New Equiums Faction Only mods.
Steam  Equiums Storyteller Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=1795273936)
Direct download    Equiums Storyteller Pack (https://www.dropbox.com/s/gw6z64px1lg6lp4/EquiumsStorytellers.zip?dl=1)
(https://i.imgur.com/gPzJYzd.png)


For those who want to go retro.  Unable to upload to steam workshop in newer Rimworld versions.
(http://i.imgur.com/HfbPqaB.png) (https://imgur.com/HfbPqaB)
Direct download:  Equiums A16 (https://www.dropbox.com/s/0o6bdde2m7uavvp/EquiumsA16.zip?dl=1)

(http://i.imgur.com/XK44Era.png) (https://imgur.com/XK44Era)
Direct download:  Equiums A16 Mars X Edition (https://www.dropbox.com/s/1e8emec91v6rvtf/EquiumsA16MarX.zip?dl=1)
Equiums A16 Mars X Mixed Race Start Only (https://www.dropbox.com/s/3z8yvz8vketjp0a/EquiumsA16MarX%20StartOnly.zip?dl=1)

My Rimworld Mods (https://www.mediafire.com/folder/lnh89bqkeyoc8/)  Mediafire links.




Dropbox B19 ver.  https://www.dropbox.com/s/l9ia71npbplslz8/Equium%20Horse%20RaceV019_7.zip?dl=0 (https://www.dropbox.com/s/l9ia71npbplslz8/Equium%20Horse%20RaceV019_7.zip?dl=0)
B19 release   Work in progress.  Added some RBSE, VegGarden, and GouRIMet functionality. Various experimental elements.
Dropbox new https://www.dropbox.com/s/j56qqjs1n3ckqow/Equium%20Horse%20RaceV12.zip?dl=0 (https://www.dropbox.com/s/j56qqjs1n3ckqow/Equium%20Horse%20RaceV12.zip?dl=0)
Added patch for haygrass.  Haygrass can now be grown in hydroponics basin.
Restricted foods.  Works with gouRimet 1.0, Vegetable Garden, U.S Military Kit, and Rimmu-Nation - Camping Stuff.
B19 RBSE Patch Here  No Steam release.
https://www.dropbox.com/s/bdjp7pgmujd7n57/EquiumsRSBEPatch.zip?dl=0
EPOE Patch Here
Steam  http://steamcommunity.com/sharedfiles/filedetails/?id=1221180509 (http://steamcommunity.com/sharedfiles/filedetails/?id=1221180509)

Do not forget the Alien Races framework  by erdelf.

Rocka is still the original owner and I am now the new dev working on this mod and a plan for a new one.  Steam does not allow multiple devs to upload updates to the same id.  Shows a lack of efficiency.
Let me know what you think.
Thanks for your cooperation.
My other mods:  https://ludeon.com/forums/index.php?topic=49042.0
My Discord server:  https://discord.gg/rrbdJdT  appropriately named "Will I Ever Get This Done?"
My Twitch channel:  https://www.twitch.tv/hauvega

Title: Preliminary primitive texture changes
Post by: hauvega on December 04, 2017, 07:21:44 AM
Playing with new concepts.
(https://i.imgur.com/z3Hwa0u.png)
(https://i.imgur.com/nVaHfWz.png)
(https://i.imgur.com/773gNGi.png)
(https://i.imgur.com/dWjroUs.png)
(https://i.imgur.com/PRhEelG.png)
Title: Re: [B18] Equiums Horse Race mod
Post by: WREN_PL on December 04, 2017, 11:29:05 AM
(http://i0.kym-cdn.com/photos/images/newsfeed/000/173/580/Wat.jpg)
Title: Re: [B18] Equiums Horse Race mod
Post by: hauvega on December 04, 2017, 12:04:19 PM
I am planning another version of the mod that reflects the storyline the original author wanted.  I took the original mod fixed it to work and started adding stuff to it.  Learning to xml modding by studying and fixing broken mods.
Title: Re: [B18] Equiums Horse Race mod
Post by: doomtrout on December 05, 2017, 05:54:26 PM
I have to bring up ONE nagging issue. With the military start, there's a suspicious lack of starting weaponry for a group of 5 trained soldiers in power armor
Title: Re: [B18] Equiums Horse Race mod
Post by: hauvega on December 06, 2017, 01:55:55 AM
I find that the pawns automatically spawn with weapons on them.
Title: Re: [B18] Equiums Horse Race mod
Post by: doomtrout on December 06, 2017, 03:42:46 AM
Maybe mine is different for some reason, but my pawns dropped unarmed. Plenty of armor though so thankfully bows were enough for the first raid lol
Title: Re: [B18] Equiums Horse Race mod
Post by: Roolo on December 06, 2017, 04:38:08 AM
Cool, now horse-men riding horses is possible ^^ ! (with this mod + Giddy-up Battle Mounts + AnimalCollabProj)
Title: Re: [B18] Equiums Horse Race mod
Post by: hauvega on December 06, 2017, 06:45:57 AM
doomtrout  Do you have any mods that remove vanilla weapons?  I going to make some adjustments anyway.
Title: Re: [B18] Equiums Horse Race mod
Post by: hauvega on December 06, 2017, 08:42:05 AM
Just updated to version 6.

Military start pawns have no weapons.
Added weapons in military scenario.
Title: Re: [B18] Equiums Horse Race mod
Post by: hauvega on December 12, 2017, 04:59:07 PM
Updated to version 7.

Fix conflict with another race mod.
Title: Re: [B18] Equiums Horse Race mod
Post by: JinxVanAshke on December 14, 2017, 12:21:10 AM
So the medieval mod that adds hands and shoes they wear...all of them...at once. Also tool belts. It is an easy fix to disallow those items from their wardrobe and make them a special outfit. I wish I had taken a screenshot my one Equium was wearing 10 tool belts 15 hand wraps and 18 tribal boots.

https://ludeon.com/forums/index.php?topic=22316.0 This mod and

https://ludeon.com/forums/index.php?topic=33092.0 this one.
Title: Re: [B18] Equiums Horse Race mod Ver 8
Post by: hauvega on December 14, 2017, 06:17:05 PM
Fix issues with toolbelt mod and mods with footwear or handwear.
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: hauvega on December 19, 2017, 02:51:53 AM
I had forgotten to add the combat log to the pawn window.  It is now added.
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: doomtrout on December 22, 2017, 04:46:00 AM
More of a plea than anything, but is there a way to tell my guys to stop eating all the healroot? Understandable if not, it's just annoying that my grower will sometimes rip up the healroot for a snack rather than go to the kitchen. PS- The weapon spawning works flawlessly now, thanks!
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: hauvega on December 22, 2017, 08:16:07 AM
Try this version.  Still trying to figure out how the food type flags work and how they are defined.  I am also trying to figure out how to forbid without too much complexity.  If I can race prohibit certain things, then this will be easier to do. 

Equiums test  (https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0)
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: Ranisimo on December 22, 2017, 02:24:07 PM
Hello, I have a million and one mods loaded, so it's hard to for me to determine an exact mod conflict/issue, but that won't stop me from trying!
Whenever I try to start a new game, I get an error when using the Prepare Carefully mod, I can't bring up the exact error right now, but it's something to do with the face and body textures not being loaded/detected properly by the Prepare Carefully editor. I could still see the pawn in the little editor screen. but whenever I tried to change the colour of the pawn, the colours wouldn't change on the display.


Here's an issue brought up by the logs whilst in-game. Occured right after loading.
Could not resolve reference to object with loadID Thing_Alien_Equium855 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Prior to saving and loading I got a warning message about how the IDs weren't 'deep saved' so it could cause issues whilst loading. I had an error for each one of my Equius pawns (4).
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: hauvega on December 22, 2017, 03:15:36 PM
Probably would help with a log file and a game save. I tested with a small amount of mods and I did not have a problem.  I have pc at the bottom of the list.  It could be load order? 
Title: Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
Post by: hauvega on December 23, 2017, 05:33:59 PM
A new test with food allowance.  Only certain foods will be eaten.    Works with GouRimet 1.0 and Vegetable Garden and a personal version of Grill Tech.  Looking for more food suggestions.https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0 (https://www.dropbox.com/s/q031j138q9f9n3e/Equium%20Horse%20RaceTest.rar?dl=0)
Title: Re: [B18] Equiums Horse Race mod Ver 10 Eating control version
Post by: hauvega on December 25, 2017, 09:47:26 AM
Version 10 out.
Equiums have a strict diet.  They will not eat healroot anymore planted or wild.  Works with gouRimet 1.0, Vegetable Garden, U.S Military Kit, and Rimmu-Nation - Camping Stuff.
Title: Re: [B18] Equiums Horse Race mod Ver 11 We can make our own kind of meals now!
Post by: hauvega on January 05, 2018, 04:59:38 PM
Updated to making their own meals.   Three meals that can be made.  Two hay versions and one non hay version.  Eat Up..
Title: Re: [B18] Equiums Horse Race mod Ver 11 We can make our own kind of meals now!
Post by: hauvega on January 07, 2018, 08:59:25 AM
Micro update.  Added player colony base icon.  Can see own player colony on the world.
Title: Re: [B18] Equiums Horse Race mod Ver 12 Haygrass grown in hydroponics basin.
Post by: hauvega on January 09, 2018, 09:45:49 PM
Added patch for growing haygrass in hydroponics basins.  Good for tough locations.
Title: Re: [B18] Equiums Horse Race mod Ver 12 Haygrass grown in hydroponics basin.
Post by: Call me Arty on February 21, 2018, 08:20:01 PM
There's a real lack of attention for this despite the fact that it's one of the better race mods out there, even if you're its successor. It's an awesome mod and addition to the game, with some aliens that really outplay all of the other "durr, what if human but animal head?" mods. I just wanted to let you know, it's pretty great.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_1 For the 1.0 unstable build.
Post by: hauvega on June 18, 2018, 09:44:42 AM
Just put up a version for the unstable build.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_1 For the 1.0 unstable build.
Post by: Call me Arty on June 19, 2018, 02:55:17 AM
Quote from: hauvega on June 18, 2018, 09:44:42 AM
Just put up a version for the unstable build.

That was. . . quick. Good job! Hope everyone updates as quick as you do!
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_1 For the 1.0 unstable build.
Post by: hauvega on June 19, 2018, 08:46:47 AM
It is a work in progress.  Still trying to get a feel for the new build. 
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_1 For the 1.0 unstable build.
Post by: mekukutut on June 19, 2018, 12:12:11 PM
This race was the basis of my most successful cutist colony.. mostly because I could use all the normal food for sacrifices. So looking forward to the version for 1.0.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_2 For the 1.0 unstable build.
Post by: hauvega on June 20, 2018, 09:46:14 AM
I see red.  Just updated to v1.2.   Change in texture path for body parts in core.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_3 For the 1.0 unstable build.
Post by: hauvega on June 21, 2018, 02:18:06 PM
Just updated to ver 1_3.    Got the backstories fixed. 
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_4 For the 1.0 unstable build.
Post by: hauvega on June 25, 2018, 08:25:20 AM
Updated to ver 1_6.   Trying to stay with the core changes.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_7 For the 1.0 unstable build.
Post by: hauvega on June 29, 2018, 03:22:21 PM
New updates.  Playing with death and other fixes.
Title: Re: [B18] Equiums Horse Race mod
Post by: Lucky_D20 on July 05, 2018, 11:01:37 AM
Quote from: hauvega on December 04, 2017, 12:04:19 PM
I am planning another version of the mod that reflects the storyline the original author wanted.  I took the original mod fixed it to work and started adding stuff to it.  Learning to xml modding by studying and fixing broken mods.
Holy shit! I've been doing the same thing. Have you started to touch C#inese yet?
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_7 Playing with death graphic.
Post by: hauvega on July 05, 2018, 12:13:06 PM
I have not touch it yet.  I really like to keep the mod simple.  Use the K.I.S.S. (keep it simple stupid) method.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_7 Playing with death graphic.
Post by: Lucky_D20 on July 05, 2018, 02:13:33 PM
Quote from: hauvega on July 05, 2018, 12:13:06 PM
I have not touch it yet.  I really like to keep the mod simple.  Use the K.I.S.S. (keep it simple stupid) method.
I was just asking in general.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_8 Label fixin's
Post by: hauvega on July 10, 2018, 11:58:58 AM
Updated to v1_10.  Messing with various things.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_11 Alien framework fixes
Post by: hauvega on July 10, 2018, 08:57:10 PM
Updated to v1_11.  Changes to alien framework. 
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_12 Alien framework updates
Post by: hauvega on July 18, 2018, 07:34:17 PM
Changes in alien framework requires changes in mod.  Some new changes.
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_13 Works with 0.19
Post by: hauvega on August 21, 2018, 03:46:46 PM
Did a new update.  v1_13.  Playing with faction numbers.  Framework updates.  And the most famous of them all 1.0 or 0.19?  The insanity continues..
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_13 Works with 0.19
Post by: Karllawrenz on August 24, 2018, 10:54:08 PM
Is there a Combat Extended patch for this?
Title: Re: [1.0 unstable / B18] Equiums Horse Race mod ver 1_13 Works with 0.19
Post by: hauvega on August 26, 2018, 01:52:28 PM
Right now not at this time.  I will look at it later.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_1
Post by: hauvega on August 28, 2018, 04:13:05 PM
First of my B19 releases.. Moar to come.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff
Post by: hauvega on August 29, 2018, 07:56:06 PM
V019_3  Moar stuff and eventually rbse.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff
Post by: Tsunamy on August 29, 2018, 08:00:20 PM
Hope to see RBSE soon, that's the only thing keeping me from using this. It looks great.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff
Post by: hauvega on September 01, 2018, 01:35:04 PM
B19 RBSE patch https://www.dropbox.com/s/bdjp7pgmujd7n57/EquiumsRSBEPatch.zip?dl=0
No Steam release.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff
Post by: Tsunamy on September 01, 2018, 03:05:33 PM
Quote from: hauvega on September 01, 2018, 01:35:04 PM
No Steam release.
...why?
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff RBSE Patch
Post by: hauvega on September 01, 2018, 06:22:24 PM
I am hoping mod check was up to date.  It helps greatly.  I can integrate the patch into the main mod without having to create a separate mod.  Also I hate steam workshop.  If they could allow the modder to add additional sub mods related to the original mod instead having to generate additional pages. The perfect mod page would have multiple subscribe buttons to point to different versions and additional related mods or patches.  I did put a link up on the page pointing to where the patch is.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_3 Moar Stuff RBSE Patch
Post by: Tsunamy on September 01, 2018, 06:50:30 PM
Consider implementing your own sort of mod check. This is all you need:

https://github.com/cuproPanda/Zen-Garden/blob/master/Source/ZenGarden/Utils/PatchOperationModDependent.cs
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_4 Faction leader fix
Post by: hauvega on September 02, 2018, 10:59:40 AM
Put up a test build. Playing with namer functions.   Fix a regular build.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_5 Faction and Settlement Names
Post by: hauvega on September 15, 2018, 01:55:31 PM
New update!  Possibly break saves.  Custom faction and settlement names.  Reduced number of generated settlements.  Various other fixes.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_6 Some EPOE functionality.
Post by: hauvega on September 22, 2018, 01:24:14 PM
Another update!  Added some EPOE functionality.
Title: Re: [B19 / B18] Equiums Horse Race mod ver 019_7 Various Experimental Elements.
Post by: hauvega on September 27, 2018, 09:32:08 AM
New update!  Various experimental elements.  Added RBSE, VegGarden, and GouRIMet foods in.
Title: Re: [1.0] Equiums Horse Race mod ver 1_1
Post by: hauvega on October 17, 2018, 01:27:15 PM
Updated for RW 1.0.
Title: Re: [1.0] Equiums Horse Race mod ver 1_1
Post by: hauvega on October 25, 2018, 01:24:13 PM
Testing the storyteller with horse in black incident.  https://www.dropbox.com/s/5yf8f71qsubl5ot/Equium%20Horse%20RaceV019Devtest2.zip?dl=0 (https://www.dropbox.com/s/5yf8f71qsubl5ot/Equium%20Horse%20RaceV019Devtest2.zip?dl=0)  Can use feedback.  Thanks.

Title: Re: [1.0] Equiums Horse Race mod ver 1_1 plus storyteller test version
Post by: Rakiya on October 27, 2018, 01:33:56 AM
Nice work!  ;)
I've only recently started playing Rimworld, so this was actually my first Rimworld mod. Mainly cause you were the first to post in the "1.0 Mod Announcement" thread. Racial diversification mods like this were actually one of the key things that got my hooked, so thanks to people like you I've lost hours of my life playing this game instead of being productive  I'm having a real blast  ;D

I think my only gripe with the mod is the number of Equium factions.
Not really a big deal since I can easily disable them through modded factions.
I generally just use the tribe, occasionally the empire. Something about horses makes me struggle to see them as a gang or military faction.
So yeah, issue is purely in my story-building head.

In other words, I enjoy this mod so much that my only issues with it is that you've given me too many option xD
Title: Re: [1.0] Equiums Horse Race mod ver 1_1 plus storyteller test version
Post by: hauvega on October 27, 2018, 07:43:48 AM
 I am doing for different play styles.  I might reworked so that their individual faction mods.  Got to think about it.  I guess you are getting raided by the gang faction.  It telling that it is working.
Title: Re: [1.0] Equiums Horse Race mod ver 1_1 plus storyteller test version
Post by: hauvega on October 29, 2018, 12:35:30 PM
Storyteller event added.
Title: Re: [1.0] Equiums Horse Race mod ver 1_3 Fix hospitality problem.
Post by: hauvega on January 11, 2019, 03:00:27 PM
Update Fix problem on startup with latest Hospitality release.   Coming soon Play as your own gang.
Title: Re: [1.0] Equiums Horse Race mod test version play as a bad guy
Post by: hauvega on February 06, 2019, 04:41:14 PM
New test version up.  Adjusted storyteller and new scenario play as bad Equiums.
Title: Re: [1.0] Equiums Horse Race mod V1_6 New scenario and various fixes n adjustments.
Post by: hauvega on February 13, 2019, 12:44:02 PM
New version up V1_6.  New scenario and various adjustments n fixes.
Title: Re: [1.0] Equiums Horse Race mod V1_6 New scenario and various fixes n adjustments.
Post by: hauvega on February 14, 2019, 09:36:31 AM
Just added a patch for Terra Project. Please re download.
Title: Re: [1.0] Equiums Horse Race mod V1_7 Added Equium pemmican n other adjustments.
Post by: hauvega on February 16, 2019, 12:24:32 PM
New Version Added Equium pemmican.  Cleaned up food recipes.   Some adjustments to Storyteller.
Title: Re: [1.0] Equiums Horse Race mod V1_7 Added Equium pemmican n other adjustments.
Post by: hauvega on February 17, 2019, 07:42:22 AM
Redownload for some serious fixes.   Fixed age problems mostly.
Title: Re: [1.0] Equiums Horse Race mod V1_7 Added Equium pemmican n other adjustments.
Post by: hauvega on February 23, 2019, 07:06:55 PM
 Did something insane.  Anybody want try it?                https://www.dropbox.com/s/0lue9y6c89lecz3/Equiumsmystery.zip?dl=0
Title: Re: [1.0] Equiums Horse Race mod V1_7 test ver Play it to find out what's in it.
Post by: hauvega on February 25, 2019, 05:07:19 PM
Put test build (known as mystery version) on steam also.  https://steamcommunity.com/sharedfiles/filedetails/?id=1666763954
Title: Re: [1.0] Equiums Horse Race mod V1_7 test ver Play it to find out what's in it.
Post by: hauvega on February 28, 2019, 01:06:17 AM
Updated the mystery version.
Title: Re: [1.0] Equiums Horse Race mod V1_7 test ver Play it to find out what's in it.
Post by: hauvega on March 01, 2019, 07:02:43 PM
Working on some new graphics.  Check at first post to see samples.
Title: Re: [1.0] Equiums Horse Race mod V1_7 test ver Play it to find out what's in it.
Post by: hauvega on March 01, 2019, 11:14:28 PM
Hay everyone.  Preliminary head graphics version available now.
Title: Re: [1.0] Equiums Horse Race mod V1_7 test ver Play it to find out what's in it.
Post by: hauvega on March 12, 2019, 09:14:41 PM
(https://i.imgur.com/xdAj5iv.png)
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: hauvega on March 15, 2019, 01:13:13 PM
Mystery version updated with new textures.  Can now make wooden hooves and cloth tails.  Various other odds n ends.
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: rogelio11 on March 16, 2019, 02:52:04 AM
dang lol with the power of the internet
(https://i.ibb.co/BwdC2yh/1.png)

Them female Equiums  babes  8) Bojack will be pleased :D
(https://media1.tenor.com/images/cda0230abe9e7aedd5db8e1f2d94aed4/tenor.gif?itemid=10730423)
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: hauvega on March 16, 2019, 07:40:46 AM
Babies?!  What? Where?    Arrrrrrrrgggguuuhhhhh!  (Runs off into the distance).
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: hauvega on March 25, 2019, 08:20:21 AM
Simple update to the 1_7 version. Backstory development in progress.
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: hauvega on April 18, 2019, 01:03:31 PM
Working on a lite lite version.  Only one faction and two scenarios. Has all the other insane stuff.  "One Day Soon"tm. 
(http://i.imgur.com/X4MoHsh.png) (https://imgur.com/X4MoHsh)

New head texture.
(http://i.imgur.com/uWD3BmA.png) (https://imgur.com/uWD3BmA)
Title: Re: [1.0] Equiums Horse Race mod V1_7 Mystery version New head textures.
Post by: hauvega on April 19, 2019, 09:28:17 AM
Doing stupid things I released the Lite Lite Version. One Faction, Two scenarios, and other nonsense.
Title: Re: [1.0] Equiums Horse Race mod The Lite Lite version is now out.
Post by: hauvega on April 29, 2019, 05:06:12 PM
Adding some specialty beverages to the mod.  Get those bars opened.
(http://i.imgur.com/jtNtcy1.png) (https://imgur.com/jtNtcy1)
(http://i.imgur.com/Cvuwnv5.png) (https://imgur.com/Cvuwnv5)
(http://i.imgur.com/KVQ8rTZ.png) (https://imgur.com/KVQ8rTZ)
Title: Re: [1.0] Equiums Horse Race mod The Lite Lite version is now out.
Post by: hauvega on May 11, 2019, 11:40:33 PM
Added a weapon to the mystery and lite lite builds.
Title: Re: [1.0] Equiums Horse Race mod Added a weapon to the mysteryand lite lite builds
Post by: hauvega on May 30, 2019, 11:43:09 AM
Updated all 3 versions. Have some new stuff in it.
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on May 30, 2019, 12:15:40 PM
Forgot to add updated modcheck assembly file.
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on June 06, 2019, 05:07:35 PM
(http://i.imgur.com/eOIME5j.png) (https://imgur.com/eOIME5j)   Got shades.  (http://i.imgur.com/rWm2uL8.png) (https://imgur.com/rWm2uL8)
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on June 11, 2019, 04:51:38 PM
Pushed an update on steam and direct download.
Patch for some of CP's mods like Red horse furniture, Task Force 141 , Elite Crew, Last Man Mercs , The Ghosts , Umbra Company, Militaires Sans Frontieres, and Rimmu-Nation clothing and weapons. Patched also for Fashionrimsta and Apparello 2. Still have to do patch for military faction.
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on June 19, 2019, 02:06:09 PM
Only available to steam friends on steam at this time.  If want to test it then friend me on steam.(http://i.imgur.com/PvmUJKY.png) (https://imgur.com/PvmUJKY)
I have my reasons for this.
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on June 22, 2019, 06:10:26 PM
A little project that I am working on.
(http://i.imgur.com/SfxaPWd.png) (https://imgur.com/SfxaPWd)
Title: Re: [1.0] Equiums Horse Race New storyteller and 3 weapons in mystery and litelite
Post by: hauvega on June 23, 2019, 03:43:20 PM
Did something stupid today and made the "Anything Goes" version public.
Title: Re: [1.0] Equiums Horse Race BoJack Calling storyteller and Anything Goes version
Post by: hauvega on July 07, 2019, 08:27:32 AM
Separate storyteller pack now.  Removed storytellers from Anything Goes and Lite Lite versions.
Title: Re: [1.0] Equiums Horse Race Anything Goes Dev version some experimental weapons
Post by: hauvega on August 01, 2019, 02:40:00 PM
What Have You Done Now! (https://youtu.be/_aYivBntOC4)  Anything Goes Dev version posted.  Has some new experimental weapons such as flaming arrow bows and explosive arrow bows.  Test weapons such as melee dining chairs and stools that can be used to sit on.  So far have not been able to solve graphic issue equipping chairs and stools.  Would love some feedback on it.
Title: Re: [1.0] Equiums Horse Race Anything Goes Dev version some experimental weapons
Post by: hauvega on August 03, 2019, 11:03:28 AM
Updated the Mystery and Lite Lite versions with the new weapons.
Title: Re: [1.0] Equiums Horse Race Weapons pack for Equiums mod.
Post by: hauvega on August 17, 2019, 05:43:25 PM
Released weapons pack addon for Equiums mod.
Title: Re: [1.0] Equiums Horse Race Weapons pack addon for Equiums mod.
Post by: hauvega on August 17, 2019, 08:06:02 PM
Had to make a patch mod to patch the other mod.
Title: Re: [1.0] Equiums Horse Race Weapons pack addon for Equiums mod.
Post by: hauvega on August 19, 2019, 01:39:07 AM
Weapons Pack Addon can now be used with Equiums Anything Goes mod.
Title: Re: [1.0] Equiums Horse Race Weapons pack addon for Equiums mod.
Post by: hauvega on September 02, 2019, 03:07:25 PM
Fixes for body parts.  Can craft artificial body parts.  Graphic changes such as manes and tails have there own color now separate from the skin color.
Title: Re: [1.0] Equiums Horse Race Graphic changes for Equiums mod. some fixes
Post by: hauvega on September 11, 2019, 10:04:48 AM
I now have my own Discord server:  https://discord.gg/rrbdJdT
Title: Re: [1.0] Equiums Horse Race Graphic changes for Equiums mod. some fixes
Post by: hauvega on September 14, 2019, 11:46:08 AM
I ended up converting Equiums A18 mod to an A16 mod for fun.  Seeing what it will do in Mars X mod.
Title: Re: [1.0] Equiums Horse Race Graphic changes for Equiums mod. some fixes
Post by: Canute on September 14, 2019, 12:19:56 PM
Hoston, we got a problem !

Mars Lander 15, what again this time ?

We can't land on the destination ?

Why not ? You are low on fuel or some other malfunction with the landing gear ?

No, horses in spacesuit are blocking the landing pad's !
Title: Re: [1.0] Equiums Horse Race Graphic changes for Equiums mod. some fixes
Post by: hauvega on September 14, 2019, 12:41:56 PM
   (http://i.imgur.com/SH7lor2.png) (https://imgur.com/SH7lor2)  (http://i.imgur.com/gaPUgAC.png) (https://imgur.com/gaPUgAC)  Even modified the eva mask to fit the heads.
This is unmodified: (http://i.imgur.com/lL0vBw1.png) (https://imgur.com/lL0vBw1)

I forgot how much time I spent converting A18 to A16.  But it works.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums version. Retro time
Post by: hauvega on September 15, 2019, 11:32:58 AM
Have an Equiums A16 Mars X Edition made.
(http://i.imgur.com/XK44Era.png) (https://imgur.com/XK44Era) 
Download link in first post.

Now to figure out how the backstories are generated.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 15, 2019, 01:53:12 PM
My Rimworld Mods (https://www.mediafire.com/folder/lnh89bqkeyoc8/)  Mediafire links.  Also posted in the first post.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 17, 2019, 12:12:59 PM
Will not be able to put any A16 versions on the steam workshop because it does not allow me to upload in a different version and a pain in the ass to change between versions because steam does not properly point to older versions.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: Canute on September 17, 2019, 01:02:17 PM
Let's hope Dubwise is still working on the 1.0 Mars mod.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 17, 2019, 01:29:33 PM
He still is.  A complex mod like that just takes time. 

I wish I could upload the A16 versions to the workshop, but the game hates it.

Also working on custom music for entry and session play.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 19, 2019, 03:16:16 PM
Doing more testing with the Mars X mod.  Had to create another version to allow a mixed race start.  Due to how the Mars X mod works,  any other generated ships with pawns will only allow a fixed faction which is set to human race.  The other version will generate only Equiums when placed below the Mars X mod in both starting and other generated ships.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 23, 2019, 01:07:10 PM
(http://i.imgur.com/oQ84FkW.png) (https://imgur.com/oQ84FkW)  playing with texures and masks.  A16
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 23, 2019, 02:43:31 PM
(http://i.imgur.com/9RcpDH4.png) (https://imgur.com/9RcpDH4)
My Halloween textures.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on September 28, 2019, 07:02:04 PM
Food project in progress
(http://i.imgur.com/J6iz3bx.png) (https://imgur.com/J6iz3bx)
Equium Lavish meals, Equium Trail Mix, and Equium cereal. 
Intermediate products: Sliced N Dried Equium Apples and Dried Equium Berries.  Can be used in end products or eaten.
Raw products:  Equium Oats, Equium Oathay, Equium Carrots, Equium Apples, and Equium Berries.
Plants:  Equium Oat plant, Equium Oathaygrass, Equium Apple tree, Equium Carrot plant, and Equium Berry plant.

Plants are race restricted as is the foods.
I still have a millon other things to do. 
Really, Will I ever get this done?
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on October 08, 2019, 06:24:20 PM
Coming Soon.
(https://i.imgur.com/HhGi3kU.png)
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on November 04, 2019, 01:39:23 PM
Working on a modular version.  Created a joy item.  Many changes to come.
My Twitch channel:  https://www.twitch.tv/hauvega (https://www.twitch.tv/hauvega) where I will demonstrate my mods.
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on November 06, 2019, 06:12:35 PM
Been working on a modular version of my race mod.  Also messing with variants of Helpful Bot's Realistic Darkness with a really dark eclipse.  And also Increased Forest Density.  Updated Bacon Bit's Grill Tech and Wall Torch mods. 
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on November 14, 2019, 04:41:34 PM
Horsin' around with this stuff.  Really dark eclipse.  Got to test the deadly stuff.

(https://i.imgur.com/oC8Jv8H.png)
(https://i.imgur.com/JGfNDUX.png)
(https://i.imgur.com/oBiwpIN.png)
Title: Re: [1.0] Equiums Horse Race An A16 Equiums Mars X Edition
Post by: hauvega on November 16, 2019, 12:59:34 PM
Created new patch as requested.
Available on steam and direct download.
Links in original post.
(https://i.imgur.com/7gO7HHi.png)
Title: Re: [1.0] Equiums Horse Race Food restriction change patch mod
Post by: hauvega on November 19, 2019, 12:43:07 AM
I do have the Bacon Bits and Helpful Bot's combo mods available as friends only on steam.
Title: Re: [1.0] Equiums Horse Race Food restriction change patch mod
Post by: hauvega on November 24, 2019, 03:25:16 PM
Released a work in progress version with my exploding mechs in it.  Have to separate the c# stuff soon.

(https://i.imgur.com/aHpsLAH.png)

New Equiums Player Only (https://steamcommunity.com/sharedfiles/filedetails/?id=1920358270)
New Equiums Player Only (https://www.dropbox.com/s/p07ae4igkz16v4h/NewEquiumsPlayerOnly.zip?dl=1)
Title: Re: [1.0] Equiums Horse Race Experimental Player Only Version
Post by: hauvega on November 25, 2019, 01:05:09 PM
Scyther go boom?
(https://i.imgur.com/Py1j15m.gif)
Title: Re: [1.0] Equiums Horse Race Experimental Player Only Version
Post by: hauvega on February 10, 2020, 01:54:24 PM
Playing with something new I call wall art.  Have a basic part working.  Have a comp to see if the wall is still there.  Have to work on checking the state of the cell infront of it.  Graphics still have to be completed though.  It is in my New Equiums Player Only mod.
(https://i.imgur.com/0hVNJCn.png)
Title: Re: [1.0] Equiums Horse Race Experimental Player Only Version
Post by: hauvega on February 14, 2020, 08:22:44 AM
Finally got the comp checks for wall art working right.
Title: Re: [1.0] Equiums Horse Race Experimental Player Only Version
Post by: hauvega on February 20, 2020, 07:54:24 AM
Planning to put the wall and floor art in a separate addon mod.
Title: Re: [1.1,1.0] Equiums Horse Race Updated for 1.1
Post by: hauvega on February 22, 2020, 10:09:18 AM
Updated Equiums for 1.1 and 1.0.  Still more to do.  Possible Wall and floor Art addon mod for it.  Food system addon mod that allows plants and foods.  Eventually rework this post.

Title: Re: [1.1,1.0] Equium Wall and Floor Art Addon Mod Released
Post by: hauvega on March 07, 2020, 05:29:58 PM
Released my Equium Wall N Floor Art addon mod.   Still a work in progress.
Title: Re: [1.1,1.0] Equium Wall and Floor Art Addon Mod Released
Post by: hauvega on March 14, 2020, 12:13:26 AM
Adding wall signs.  Working on dual signs.  Trying to get placeholders and comps working for more than one cell.  Adding random art also.
(https://i.imgur.com/J7GX4tR.png)
Title: Re: [1.1,1.0] Equium Wall and Floor Art Addon Mod Released
Post by: hauvega on March 29, 2020, 08:46:25 PM
Added these signs.
(https://i.imgur.com/Owzg5d8.png)
(https://i.imgur.com/8xBO31q.png)
Title: Re: [1.1,1.0] Equium Wall and Floor Art Addon Mod Released
Post by: hauvega on March 31, 2020, 05:41:37 PM
New Wall art and lavish meals base.  And I am crappy at drawing.
(https://i.imgur.com/EJl6anv.png)
Title: Re: [1.2,1.1,1.0] Equium Primitive race added with concept graphics
Post by: hauvega on August 07, 2020, 07:32:36 AM
Trying out new ideas.
(https://i.imgur.com/PRhEelG.png)
(https://i.imgur.com/dWjroUs.png) (https://i.imgur.com/773gNGi.png)
(https://i.imgur.com/z3Hwa0u.png)
Title: Re: [1.2,1.1,1.0] Equium Primitive race added with concept graphics
Post by: hauvega on September 15, 2020, 04:48:30 PM
Working on my storytellers pack.  Adding custom incidents like manhunting turtles, killer bunnies, and killer horses.  Custom incident messages and sounds like the Mr Ed Show and BoJack Calling.  Has silent raid incidents.  No warning and does not pause.  A WIP project.   Forgot to add.  My storytellers can be used alone.

(https://i.imgur.com/OoQIVzz.png)