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RimWorld

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Mousekin Race
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Mod, 1.5, 1.6
File Size
Posted
Updated
13.927 MB
21 May, 2021 @ 11:37pm
23 Jul @ 12:33am
23 Change Notes ( view )

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Mousekin Race

Description
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 DeepL)
  • Russian
  • Simplified Chinese
  • Traditional Chinese
If you wish to translate this mod to your own language, please make a pull request on GitHub.





  • None known.




  • Allieina, Bradson, Brrainz, Jamaican Castle, PeteTimesSix, Rakros, Steve o.O, ThatHitmann, Wiri, Zeracronius, Zomuro, and erdelf - 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)[www.creativecommons.org], 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, Mousekin Race) when publishing your derivatives in the download and forum posts



(Keywords: agriculture, agricultural, alignment, allegiance, animal, anthro, apirary, apparel, backpack, bandit, beehive, beekeeping, beeswax, brewing, brigand, cavy, charcoal, cheese, church, crops, dance, factions, farm, fermenting, festival, feudal, firecracker, flower, furniture, furry, guinea pig, gunpowder, honey, kingdom, knight, lager, mead, medieval, mine, mining, mouse, musket, nitrary, nomad, nun, nuts, pike, priest, race, rat, rebel, refugee, revolutionary, ritual, rodent, rodentfolk, rodentkind, root cellar, saltpeter, scenario, settler, sulfur, vent, wall, wattle and daub, weapon, wheat, wicker, windmill, workbench, worship)
Popular Discussions View All (3)
2
9 Nov, 2024 @ 12:16am
PINNED: [Official] Mousekin short stories
sumghai
0
30 May @ 4:47pm
PINNED: [Official] Trivia and Lore on GitHub wiki!
sumghai
511 Comments
sumghai  [author] 57 minutes ago 
@Paprikahörnche - I requested to erdelf (the author of the HAR framework) mod the ability to race-restrict entire research tabs roughly one year ago, but he has never got around to implementing it. Not much I can do about that.
Paprikahörnchen 2 hours ago 
I'm asking for it, because when you play without mousekin and accidentally click a research project with semi random research activated, you are kinda stuck. Of course you can change it but it's a little bothersome.
Maybe it would be possible to only have those research options activated, when you also have mousekin in your colony?
Vulkandrache 6 hours ago 
While i have not really played in 1.6 since im still waiting on updates for certain mods
i think MO has too much stuff in it. This mod here appears to offer a better kit,
sumghai  [author] 6 hours ago 
@Vulkandrache - If you're looking for a purely human medieval experience, including medieval and rustic-styled buildings, I believe Medieval Overhaul is your best bet.
Vulkandrache 7 hours ago 
Having a special mousekin research tab makes sense, especialy if there is more than a few tech added. Its about locking tech behind having certain races thats annoying. Maybe my best researcher isnt a mouse. Or maybe i only want the mod for the buildings.

"In this case, Mousekin tech is mainly medieval, which is of little interest to human colonies as players by default would progress to industrial and spacer level tech"

Im not seeing the logic behind this. If i install a mod like this its because i want to have something between tribal and industrial. Moving on from it is to be expected. Otherwise you could say the same thing about tech like pemmican or passive coolers.
sumghai  [author] 9 hours ago 
@Vulkandrache - Mainly to avoid cluttering the main research tab and the default human gameplay loop with race-specific content.

In this case, Mousekin tech is mainly medieval, which is of little interest to human colonies as players by default would progress to industrial and spacer level tech.
Vulkandrache 10 hours ago 
This is something several other mods also have and i always wonder what would make some tech so special that only members of a certain race can understand it.
sumghai  [author] 10 hours ago 
@Paprikahörnche - My intent is that only Mousekins should be able to research Mousekin technologies.

Are you asking for an option to allow humans to also unlock Mousekin tech? And if so, why?
Paprikahörnchen 24 Jul @ 12:29am 
Would be awesome if you could toggle that only mousekin can research the projects. (Or maybe that's a bug I have lol)
Jeffrey180 23 Jul @ 9:09pm 
I going to make them worship a eldritch entity basically making a mini cult with those guys