[1.5] Mousekin Race 1.1.3 (27 Jul 2024) - Anthro Mouse Race

Started by sumghai, April 13, 2024, 05:17:45 PM

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sumghai



The Mousekin Race mod adds a race of hobbit-sized anthropomorphic white mice with a late-medieval to pre-industrial theme, inspired by Redwall, Mouse Guard, Brambly Hedge and Sylvanian Families.


















  • English
  • Japanese
  • Korean (machine-translated via Google Translate)
  • Simplified Chinese
  • Traditional Chinese





https://github.com/sumghai/MousekinRace/wiki/FAQ




  • Hats Display Selection: Breaks pawn rendering by turning Mousekins wearing hooded cloaks invisible. Velc has been notified of the bug, but has not implemented a fix at the time of writing.


View full changelog on Steam Workshop


  • PeteTimesSix, Jamaican Castle, Wiri, Brrainz, Bradson, Steve o.O, Rakros - assistance with Harmony patches and other code snippets
  • Airo, DianaWinters, OttersHoldHands, Riddle78, Trisscar, Vitaone/びたわん - playtesting and feedback



This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts

sumghai

Mousekin Race has been updated for RimWorld 1.5.4063 - see first post for download link.
Version 1.0.1 - 14 Apr 2024
---------------------
- Updated for 1.5.4063
- Fixed Mousekins not bleeding or healing properly when wounded
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

sumghai

Mousekin Race has been updated for RimWorld 1.5.4066 - see first post for download link.
Version 1.0.2 - 16 Apr 2024
---------------------
- Updated for 1.5.4066
- Reduced frequency of pellets spawned by Giant Cavies
- Fixed Candle Sconce causing meditation focus errors when building
- Fixed "prejudice against talking mice" social thought triggering for pawns with HAR Xenophilia trait
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

sumghai

Mousekin Race has been updated for RimWorld 1.5.4069 - see first post for download link.
Version 1.0.3 - 19 Apr 2024
---------------------
- Updated for 1.5.4069
- Removed Giant Cavy pellets as an ingredient option for regular meal recipes
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

Someoneman

Are Mousekin supposed to be unable to use herbal medicine without making it into poultices? I started getting "low medicine" warnings even though I had harvested a crop of healroot, and later a lot of my colonists died because they refused to use the medicinal herbs in storage.

sumghai

Mousekin Race has been updated for RimWorld 1.5.4069 - see first post for download link.
Version 1.0.4 - 22 Apr 2024
---------------------
- Updated for 1.5.4069
- Added new Town Square building
  - Colonies with more than 50% Mousekins will now demand the player to build a Town Square
  - Town Squares must be fully paved, and not obstructed by other buildings or structures
  - Additional functionality for the Town Square to come in future updates
- Added mod icon
- Fixed Mousekin old age grey hair age range
- Updated Biotech DLC compatibility
  - Fixed head offsets for female Mousekin child lifestages
  - Fixed incorrect Mousekin gestation period from pre-Biotech 45 days to 18 days (equal to baseline humans)
- Updated compatibility patches and functions
  - Medieval Overhaul patch now replaces Mousekin wheat plant, crop and flour in production chains and recipes with their MO counterparts, as well as allowing Country Bread to be stored in MO's bread cupboards
  - Added backwards and cross-compatibility patches between Medieval Overhaul and Vanilla Cooking Expanded
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

Quote from: Someoneman on April 19, 2024, 07:51:08 PMAre Mousekin supposed to be unable to use herbal medicine without making it into poultices? I started getting "low medicine" warnings even though I had harvested a crop of healroot, and later a lot of my colonists died because they refused to use the medicinal herbs in storage.
Mousekins should by default still be able to use herbal medicines without having to turn them into poultices - I double-checked just now with a new savegame.

Could you check what your Mousekin pawn's medicine policies are set to?

Someoneman

The medicine policy was the default, Best Available Medicine. What might have happened was that I restricted everyone to a zone, and the herbal medicine was outside of that zone , so nobody was allowed to go use it, and the warnings were just due to the medicine not having been taken to the stockpile zones yet.

sumghai

Quote from: Someoneman on April 22, 2024, 11:26:01 PMThe medicine policy was the default, Best Available Medicine. What might have happened was that I restricted everyone to a zone, and the herbal medicine was outside of that zone , so nobody was allowed to go use it, and the warnings were just due to the medicine not having been taken to the stockpile zones yet.
So it is safe to say that the issue you experienced has nothing to do with this mod?

sumghai

Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1 - 18 Jun 2024
---------------------
- Updated for 1.5.4104
- Added new Faction Allegiance system
  - Players can access this system by first building a Town Square, then opening a new Allegiance menu tab
  - Players can pledge allegiance to either the Mousekin Kingdom or the Independent Mousekins factions
  - Players can optionally rename their faction to fit the theme of their chosen allegiance faction
  - Some Mousekin colonists may dislike the chosen allegiance faction and leave immediately; players will be warned beforehand which specific colonists will quit, along with their reasons
  - Players can craft faction-exclusive apparel and weapons
  - Players can recruit colonists from their chosen allegiance faction
  - Players will receive regular visits by random traders from their chosen allegiance faction, and can request specific traders
  - Players will receive a price discount when trading with traders from their chosen allegiance faction
  - Player faction will share the same faction relations as the chosen allegiance faction (e.g. enemies of allegiance faction will also become hostile to player faction)
  - Players can request military aid from their chosen allegiance faction at no cost
  - Town Squares will show the flag of the chosen allegiance faction
- Added additional stat offsets to the following apparel:
  - Leather backpack: plant harvest yield buff, movement speed and social impact debuffs
  - Wicker backpack: foraged nutrition buff
- Added 8 new male Mousekin names
- Updated various Mousekin backstory age ranges and commonalities
- Updated Town Square building to only be constructable by Mousekins
- Updated Woodsman's Bycocket hat apparel and Thunderpike weapon to be craftable, but restricted behind Faction Allegiance system
- Updated hooded apparel system to improve performance
- Updated Mousekin starting scenarios
  - Added bedrolls to Mousekin Settlers scenario
  - Disabled ship endgame quest for Mousekin scenarios
- Updated Mousekin research tab
  - Added detailed title and description for tab
  - Removed unused Glassmaking research project
- Updated Doctor pawnkinds to always spawn with Research Glasses
- Updated mod icon
- Renamed Mousekin Colonist pawnkind label to Mousekin Settler
- Reduced ratio of armed guards in Mousekin trade caravans
- Reduced pregnancy cooldown periods for Giant Cavies and Pudgemice
- Fixed Mousekin tails not rendering correctly
- Fixed incorrect head offsets for Mousekin lifestages
- Fixed missing plural labels for Crossbowman, Pikeman and Town Soldier pawnkinds
- Fixed missing thick outlines for hood north textures
- Fixed Mousekin ranged weapons not being race-restricted to Mousekins
- Fixed Straw Hats causing errors during crafting
- Disabled non-colony Giant Cavies from spawning pellets
- Disabled Mousekin factions from being contacted via Comms Console for lore reasons
- Removed redundant requiredGiverWorkType tags for crafting, cooking and brewing recipes
- Removed redundant goodwill setting between Kingdom factions (as there is now only one Mousekin Kingdom)
- Updated Royalty DLC compatibility
  - Players with Mousekins holding titles in the Shattered Empire cannot use the allegiance system, for lore reasons
  - Players who have pledged allegiance to a Mousekin faction will no longer receive quests, tribute collectors or honor from the Shattered Empire
- Updated Ideology DLC compatibility
  - Added narrative description for "Word of Valerian" to preset player ideology page during world generation for Mousekin scenarios
  - Players automatically adopt the ideology of the chosen allegiance faction
- Updated Biotech DLC compatibility
  - Added ability for players to recruit entire families (parents with 2~3 children) via the Faction Allegiance system
  - Added backwards compatibility code to apply Mousekin xenotype to Mousekins from non-Biotech savegames
  - Updated Mousekin life stage work settings to RW 1.5 ages
  - Fixed missing head offsets for female Mousekin babies
  - Fixed incorrect age for preteenager Mousekins
- Updated compatibility patches and functions
  - Added Save Our Ship 2 patch to hide Mousekin ears under space suit helmets
  - Updated NewRatkinPlus patch to add all Ratkin factions to list of enemy factions for the Mousekin Kingdom in the Faction Allegiance system
- Updated translations
  - Added translations for new Faction Allegiance system to all supported languages
  - Fixed broken translations for Mousekin starting scenario starting dialog text
  - Fixed incorrect English spelling of "agrarian" in lore tips
  - Fixed incorrect Japanese translation of "mouse maidens" for Ideology DLC Word of Valerian ideology narrative description
  - Fixed incorrect Japanese Katakana romanization of Mousekin surnames

sumghai

Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1.1 - 26 Jun 2024
---------------------
- Updated for 1.5.4104
- Increased max allowed temperature of Fermenting Barrel to 20°C (68°F)
- Increased negative base value for "Prejudiced towards talking mice" social opinion in humans from -5 to -10
- Fixed caravan traders not leaving map reliably
- Fixed Clothing Merchant caravan traders not selling wider range of apparel
- Updated Faction Allegiance system
  - Players who start from a non-Mousekin game scenario and then pledge allegiance to a Mousekin NPC faction will now have their player faction icon and description automatically updated to the New Mousekin Settlers player faction type
  - Existing savegames will also be automatically and retroactively updated
- Updated Ideology DLC compatibility
  - "Prejudiced towards talking mice" social opinion in humans is now also active for ideologies with Alien Races: Neutral precepts from HAR
- Updated compatibility patches and functions
  - Combat Extended: Restricted crafting of Firecracker Rocket ammo to players aligned with Indy Town in Faction Allegiance system
  - NewRatkinPlus: Added new Ratkin Refugee recruit option for players aligned with Indy Town in Faction Allegiance system

sumghai

Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1.2 - 17 Jul 2024
---------------------
- Updated for 1.5.4104
- Added new Root Cellar storage building
  - Root cellars can store up to 50 stacks of raw food, ingredients, lager and mead
  - Root cellars are passively refrigerated, and do not require electricity (temperature configurable in mod options)
  - Grass and other light plants can grow over the root cellar's earth mound
- Added missing construction skill prerequsities for various Mousekin workbenches and structures
- Rebalanced lifestage ages for Giant Cavies and Pudgemice
- Tweaked Giant Cavies and Pudgemice to be sellable to human caravan and orbital traders
- Fixed Mousekin tongue body part coverage
- Fixed Mousekin dessicated corpses not showing race-specific skull texture
- Fixed Doctor backstories sometimes spawning with Bloodlust and Psychopath traits
- Fixed Town Square obstruction alert to ignore floor tile construction frames
- Removed redundant chance values for traits disallowed in Mousekin pawns
- Updated Anomaly DLC compatibility
  - Disallowed Twisted Meat as default ingredients for Bread Bowls
- Updated compatibility patches and functions
  - Combat Extended: Fixed incorrect apparel layer for Mousekin backpacks, which would cause them to be unintentionally worn simultaneously with CE backpacks
  - LWM's Deep Storage: New Root Cellar building will not use Deep Storage functionality and Content tab, in favor of its own system
  - Medieval Overhaul: Added MO must/wort recipes to Mousekin Brewery workbench
- Updated translations
  - Added translations for new Root Cellar building to all supported languages

sumghai

Mousekin Race has been updated for RimWorld 1.5.4104 - see first post for download link.
Version 1.1.3 - 27 Jul 2024
---------------------
- Updated for 1.5.4104
- Added new Wattle and daub wall type
- Added two new 1x1 Mousekin wooden doors (basic and reinforced)
- Added new Cast-iron wall vent
- Added 4 new Mousekin commoner surnames
- Updated Faction Allegiance system
  - Player faction race/xenotype demographics calculations now exclude slaves and prisoners
- Updated Beehive building description with explanation of radius overlay
- Updated Mousekin ear loss depression/suicide mechanic to include Mousekin prisoners
- Updated Royalty DLC compatibility
  - Players who complete the Royal Ascent endgame quest with at least one Mousekin colonist aboard the Imperial shuttle will now see additional flavor text in the ending screen
- Updated compatibility patches and functions
  - NewRatkinPlus: Set relative mod load order to compensate for buggy and destructive patches in the Ratkin mod
  - Vanilla Cooking Expanded: Added VCE flour to Root cellar storage filters
- Updated translations
  - Fixed inconsistent punctuation in Japanese translations

7sPRtoSCPWzT

#12
This mod depends on Humanoid Alien Races Framework, you provided link to Steam Workshop page:
https://steamcommunity.com/workshop/filedetails/?id=839005762

I use Rimworld from GOG, not from Steam. So I can't subscribe to this mod. They provide their github page:
https://github.com/erdelf/AlienRaces/releases

Latest release of Humanoid Alien Races Framework published there is version 1.2 from 2020. Rimworld doesn't work with this loaded.

How can I fix this?


Edit - SOLVED: I had to do git clone to obtain the files, that sorted it...

7sPRtoSCPWzT

#13
I've encountered two problems so far with this mod.
When I start the game, Stonecutter's table should already be available, because Stonecutting is already researched. However, this is not the case when new game is created. I can't build stonecutting table, it's not in the menu. I've even enabled debug mode, gave myself stonecutting table (packed), and selected spot where to install it. Pawns ignored this order, I could not click it at all.
Later in the game, I've noticed at some point that Stonecutter's table can found in the menu and blueprint can be created to build. But whatever I do, pawns don't want to build it, they just ignore the blueprint, despite resources being available, and a construction enabled and skilled pawn is selected.

The second problem I've encountered, was with CombatExtended-v1.5.6.0.0 mod. When this mod is enabled, crossbows doesn't work. Even when "ammunition" is disabled in this mod, crossbows just don't fire, but get stuck once aiming timer finishes.

List of my mods:
Game + all DLCs
Harmony 2.3.0.0
HugsLib 11.0.4
Humanoid Alien Races (no version, git clone the source)
Vanilla Expanded Framework (no version, snapshot release)
Mousekin Race v1.1.3

sumghai

Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMWhen I start the game, Stonecutter's table should already be available, because Stonecutting is already researched. However, this is not the case when new game is created. I can't build stonecutting table, it's not in the menu. I've even enabled debug mode, gave myself stonecutting table (packed), and selected spot where to install it. Pawns ignored this order, I could not click it at all.
For Mousekin scenarios, the vanilla Stonecutting bench is replaced by the Mousekin Crafting Bench, which automatically inherits the former's recipes.

Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMLater in the game, I've noticed at some point that Stonecutter's table can found in the menu and blueprint can be created to build. But whatever I do, pawns don't want to build it, they just ignore the blueprint, despite resources being available, and a construction enabled and skilled pawn is selected.
Mousekin race colonists (by design) have been blacklisted from constructing or installing several basic vanilla/human workbenches, as these benches have already been replaced by the aforementioned Mousekin counterparts.

If you later unlock industrial or space tech from the vanilla tech tree, Mousekins will be able to directly construct, say, Hydroponics Basins, Solar Panels, Electric Stoves etc.

Quote from: 7sPRtoSCPWzT on August 30, 2024, 06:27:40 PMThe second problem I've encountered, was with CombatExtended-v1.5.6.0.0 mod. When this mod is enabled, crossbows doesn't work. Even when "ammunition" is disabled in this mod, crossbows just don't fire, but get stuck once aiming timer finishes.

Hmm, I haven't been able to reproduce this issue on my end when running the local versions of all of my mods. My colonists are able to load, fire and reload their crossbows just fine.

You mentioned you were running a non-Steam version of RimWorld and installing all of your mods locally, which is exactly how I run my own game. Perhaps you could send me a copy of your savegame, and I'll take a look?