RimWorld

RimWorld

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Maru Race
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
59.092 MB
6 Jun, 2022 @ 2:59am
11 Jul @ 9:28am
143 Change Notes ( view )

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Maru Race

Description
One day during a blizzard, an explorer who had been walking on the mountain trails of rimworld for a long time returned to his settlement. He sat down on a chair with a hazy expression on his face and immediately began to tell a long story to the children who had gathered around the table as if he had regained sensation in his face. About the humans who hunted animals by jumping over rocks and cliffs, about the appearance and beauty that resembled those animals, about the hunters of white who glide through the snow-covered ruins and follow the bloodstains. Pausing for a moment, and brushing his beard, the explorer recalled his view of the mountain again. The real story hasn't even started yet, but he thinks it's time to tell their names at this point. A simple name he doesn't know who came up with it, about the people of the ridge, Maru.

1. About the race
"They were remarkably accustomed to the cold and rough terrain. Yeah, it would be accurate to say they were made to adapt."

-Stat Changes
Advantages
  • Sharpness
    Excellent movement speed and reflexes.
  • Imitation design
    It is resistant to cold and blends well into the landscape.
Disadvantages
  • Sharpened
    Their physical endurance is weak and they cannot sleep deeply.
  • unfamiliar culture
    Poor handling of plants and poor social skills.
Special function
  • gene stupa
    Periodically, the exclusive resource 'Sarira' is produced.
  • Unstoppable
    It is not affected by the movement speed reduction effect caused by the terrain.
  • Born loner
    The more settlers you have, the worse you feel.

2. About the equipment
"...so I said, 'That looks too heavy to run around with. Do you want to pretend you're falling and shake your ass?' She stared at me, and she slashed the pole five times as if it were worth it."

Weapons that can be modified
  • Adds 4 types of basic weapons + 16 types of modified weapons.
Various clothing
  • Add 27 types of clothing + 2 types of special trap equipment.

3.About the building
"From the ground, stems were coming out... it was blue. There's no other way to explain it."

MacGyver workbench
  • Add 2 production facilities.
    Gorgeous laboratory
  • Adds 1 research facility + 3 research auxiliary facilities.

4.About the Faction (need Royalty dlc)
"... Among them, there are two organizations that came together with a clear purpose, and they seemed to coexist with each other. They seemed to resemble each other, but the atmosphere was completely different."

Hunter Faction
  • A loose group centered on hunters.
    Tokens can be obtained by hunting animals and dyeing their hides, mainly for labor or support related to the defense of settlements.

Decipher faction
  • It is an organization by need, centered on deciphers.
    Tokens can be obtained through quests for ancestors and knowledge, and support mainly related to crafting or research.

How to earn trust
  • Add 2 production facilities.
    A sign of trust
  • Add 1 type of defense + 1 type of special facility.

5. The Journey Forward
"Wait a minute, let's drink some water and continue."

The hunting method of Maru
  • Updates on new animals and hunting methods
  • New materials, equipment and building updates
  • Alcohol production content update
  • Cultivation sub content update
Survivor of hyperborea
  • New wall and crop updates
  • Building and drug updates related to 'Breath'
  • Additional update of alcoholic beverage production content
On the other side of the earth
  • Special weapons, costumes, and pawnkinds updates
The end of the story
  • Additional update of faction-related content
  • Update the final raid and exclusive ending content
etc.
List of incompatible mods
  • Dual Wield : Disappears when changing weapon mode
addon mods
  • FuwaFuwaEdition(1.4)
    (If there is any mod that you want to mark additionally, please let me know in the comments.)
List of supported languages
  • 한국어
  • English (I used google translator. who make it...)
  • 日本語 - (from Lucifel)

[Created by] VAMV : planning, xml, textures, C# Roo : xml Amnabi : C# gguake : C# [Special Thanks] erdelf : make Humanoid Alien Races 2.0 mod. goudaquiche : make MoHAR framework. NukaFrog : provides useful assemblies. horsefry : testing, advice, offer ideas Nemonian : xml, art advice SutSutMan : C# advice Demi : xml advice
Popular Discussions View All (2)
59
25 Jun @ 9:07am
Please post any Bug Report here
VAMV
6
25 Jun @ 9:55am
Translations
Siveen
295 Comments
VAMV  [author] 2 Jul @ 11:05pm 
If you’re referring to the issue where Maru pawns don’t appear in the starting group when using a vanilla scenario, you can fix this by editing the scenario and changing the player faction to “Clan”. The racial composition of your starting pawns is determined by the faction’s settings. Therefore, if you want to start with a mixed group of Baseliners and Maru, you will need to use a separate mod like Character Editor.
Astro 2 Jul @ 6:01pm 
cant select maru unless you edit xenotype?
自在PwGI 19 Jun @ 3:43am 
:steamthumbsup:
VAMV  [author] 18 Jun @ 7:06am 
Right, so about what I said before regarding 1.6 support…
Well, the 1.6 update turned out to be much easier than I initially thought, so I inadvertently went ahead and implemented it.
Please keep in mind that this version is essentially a beta as well, so use it with caution.
The HAR DEV build is required: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2640710953
VAMV  [author] 16 Jun @ 5:00am 
Support for version 1.6 is not yet available. The plan is to update after the official (non-unstable) version is released. It’s likely there will be periodic patches for either the base RimWorld game or HAR until their official versions are out, and I also have quite a few things to overhaul on my end when moving to 1.6. Thank you for your interest:momocat:
Leoraaaaaaaaaaaaaaaaaaaaa 15 Jun @ 3:56pm 
Does the latest update of the mod support 1.6? Or not quite yet? Thanks for the mod!
VAMV  [author] 15 Jun @ 2:17am 
Of course, the immediate next update will focus on Royalty-related content, and the new hunting mechanics are planned for a subsequent phase. Perhaps those alpha-like animals shown in the still cuts for the newly announced DLC could open up new possibilities. In any case, thank you for your interest!
VAMV  [author] 15 Jun @ 2:13am 
It’s definitely on the to-do list, but RimWorld’s current hunting mechanics aren’t super detailed. For example, hunting without tracking or knowledge of the prey feels more like combat than actual hunting. So, just having pawns hunt wild animals might not be very engaging. That’s why I’m planning something more than just adding new animals and resources. Please look forward to it! :3
这我能死? 15 Jun @ 1:04am 
I'm glad you updated this mod, but there's one thing I've never understood, why is it a mod that features hunting, and the equipment he produces is not metal using the prey's material? I wish he could be a more distinctive mod