RimWorld

RimWorld

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Ship Girl Race for 1 point 4
   
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Mod, 1.4
File Size
Posted
Updated
19.228 MB
2 May, 2023 @ 10:17pm
3 May, 2023 @ 10:08am
2 Change Notes ( view )

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Ship Girl Race for 1 point 4

Description
Beta v 0.4.2023.5.1b The ShipGirls Mod rises from the murky abyss, reborn as a vengeful thing of Ember and Ash.

We have a #shipgirls channel on the HAR Discord:
https://discord.com/channels/282995342579073024/309712391380271104/380672845908279297



!!!
You will need **EITHER** Vanilla Expanded Framework (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2023507013), or Prosthetic Combat Framework (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2011169338) to make this mod work properly. If you are using version 1.3/Ideology, VE is strongly preferred.
!!!

This mod adds a race of sentient, biomechanical, miniaturized warships. They're mostly lore-friendly, in the sense that they are advanced personas, given personalities by arcane archeotechnology, which psionically draws from the human collective unconscious. For some reason, this means they all take the form of young women.

Also, there is a faction of mysterious ghost ships, from the future of a parallel universe, or something like that. Whatever they are, they have some really impressive weapons that you can only get by capturing and dismantling their elite troops, so that's an extra little challenge if you feel like having soldiers with artillery growing out of their backs makes the game too easy.

There are references to a lot of other science fiction in here, but if you're reading this, I assume you can already name two of them.

New ship girls can be created using archeotech cubes, salvaged by butchering dead ship girls. However their personalities can be abnormally intense and their traits are very random, and you'll need to build or salvage weapon systems to upgrade them to their full potential.

They do have significantly less firepower than a warship really should have, but that's just for balance.


Credit to rpowell13, for the headlight lighting system.
Credit to Princess of Evil for the Jet Fuel food type Def.

Currently requires HAR, VFE and Mohar Frameworks.

Major Known issues:
Some Kit Hediffs fail to add the Hediffs to the Pawnkinds.
Some Battleship Body Addons are misaligned.
Armor Descriptions are out of date and will often misidentify a ship's class.
Sinister faction backstories often fail to shuffle.
Balance is completely wack.

Changes:

()Everything is (no longer?) broken
()Refactor for new HAR API
(x)Remove crownTypes to make way for HeadTypes
(x)Impliment headTypes
(x) Remove AlienBodyTypes for BodyTypes
(x) Implement BodyTypes
(x) BodyAddon changes
() Finish refactoring backstory categories so they work correctly.
()Base Backstories for all factions
(x)Outlander
(x)Player
(x)Pirate
(x)Shark
()Sins
()Missing HeDiff timers
()R backstories
(x)Supply backstories
()Create pawnkinds to use R backstories
()Add R grade Pawnkinds to faction tables, with different raid point costs for Basic vs. R grade ships.

()Update armor descriptions to align with new subraces.
(x)Refactor for new MoHAR API
()Refactor for new MVCF API
(x)Basic update
()Make turrets fire independantly
()Refactor Factions for 1.4
(x)Remove geneticVarience
()Adjust Central Melanin
X Making PCF work under 1.4 is probably beyond my arts.




Since I had to add the new Tongue body part, I decided to go ahead and overhaul the Shipgirl Race into 3 races with different bodyplans.

(x)PCF implant graphics should now appear even if VE is loaded.
(x)Rebalance HP multipliers.
(x)Actually implement the armor changes promised in the previous update. (For those of you complaining that Sinister raids are too easy.)
(x)Redesign body structure to add tongue, and distribute damage more reasonably.
(x)Fix remaining grey box, visual distortions from blank far side keel textures.
(x)Removed Herobryne
(x)Lasers only do Burn damage instead of Flame, now. (For those of you complaining that Sinister raids are too hard.)
(x)New Textures for Spacer tier Hulls.
(x)New Textures for Ultra Tier Hulls
(x)Pirates and Sharks now rely mainly on fast destroyers, with a smaller number of stronger ships. Pirate battleships are pretty shoddy, but some of the shark guns can be pretty serious.

Major body/hediff rework complete for:
(x)1.4/VEF
(x)1.3/VEF
(x)Races
(x)Hediffs
(x)Factions/pawnkinds
(x)Backstories
()1.3/PCF
(x)Races
()Hediffs
(x)Factions/pawnkinds
(x)Backstories
()1.2/VEF
(x)Races
(x)Hediffs
()Factions/pawnkinds
(x)Backstories
()1.2/PCF
(x)Races
(?)Hediffs including cruiser calibers
(?)Factions/pawnkinds
(?)Player
(?)Shark
(?)Vanilla NPCs
(?)Sinister
(x)Backstories


(x)Create new bodyPlans, that includes a Tongue, Tailbone and reserved part IDs for futureproofing ("blank space", in the dev menus) and distinct hardpoints for each ship size class.
(x) 6" guns can no longer be mounted on AATurret hardpoints, as small and medium turrets exist now. Defensive turrets already mounted on AA hardpoints will stay.
(x) 6" guns now fire the correct 6" shells, instead of 16" shells. You weren't exploiting this to kill battleships with your AA gun mounts were you?
(x) Create Race Defs that implement new bodyPlans
(x)Create C/R-tier backstories for new Race/Class x Culture x Tech x Quality matrix.
(--)Ultra Tech comes later. Gotta get this out the door. (I wrote that in May of 2021. lol)
(x)Create and implement Pawnkinds that use new Races+backstories.
(x) Replace old pawnKinds in all spawning events with new pawnKinds.
(x)Player Colony/Tribe
(X)Refugee/Slave
(x)Outlander Factions
(x)Shark Factions
(x)Sinister Factions




** *** TODO *** **

To Fix:
()Toggle patch for eyes still broken?
()Some guns still lack surgeries for the new hardpoints. I've lost track of which ones. Let me know if you see a CX cannon that won't go into a CX or BB slot, etc.
()Eyes should not be visible through fullhead or mask headwear?
()Armor implant coverage might be messed up
() Stray light emitters, possibly due to excess bodysize causing pathing issues.
() Nuclear Cola displays research requirements inconsistently. May be a Royalty vs. Pure Vanilla thing.
() Update gun implants with even more info on their ranged attacks.

()Add missing craftable weapons for Industrial, Advanced and some Spacer tier.
(x)Gatling AA
(x)127mm flak for DD
(x)add/revise Industrial, Advanced and Spacer Cruiser Guns/Projectiles
(x)Short Railgun
(x) 8" cruiser guns
(x)12" crusier guns
(x)28cm cruiser gun for shark pocket battleships.
()Split charge blaster turrets
(x)Light Charge Blaster for DD
()Heavy Charge Blaster for CX

Royalty/Psionics Compatability

()Imperial Navy Faction
()Anima Spirit ship faction.
()Carriers as psycasters/summoners
()Royalty weapon analogues for ships
Popular Discussions View All (1)
0
2 May, 2023 @ 10:27pm
Bugs in this version
Twoscythe
18 Comments
RBSniper 24 Aug, 2024 @ 9:01am 
Currently does not play well with 1.5.

It also appears incompatible with mods affecting body types, at least the one I use, FemaleBB, so a patch for those would be appreciated.
Twoscythe  [author] 6 Jun, 2024 @ 7:14pm 
I'm not dead. I just have too many irons in the fire, and I've been letting some slip.
Yeet Swan 31 May, 2024 @ 12:33am 
i doubt this mod is still being updated, but i hope it ends up getting done for 1.5!
CTH2004 5 Jul, 2023 @ 11:56am 
are xenotype-component parts planned?

Just wondering!
RutraNickers 26 Jun, 2023 @ 7:28am 
This is one of my favorites race mods. Good work, mate!
Twoscythe  [author] 7 May, 2023 @ 9:12am 
Cruiser Caliber cannon install surgeries are broken, and will be fixed. Armor and Class descriptions are being updated to reflect the subrace split. Thank you very much.
Aranador 6 May, 2023 @ 11:14pm 
I have also now managed to 'hatch' two spacer gatcha eggs, and both have spawned in with no ship parts at all.
Aranador 6 May, 2023 @ 10:26pm 
I am using the Vanilla Framework Extension, not the other one, for the support. BTW the weapons that I do have, fire off perfectly fine :)
Aranador 6 May, 2023 @ 10:25pm 
So, I tried the initial light ship armour, as well as installing the Cruiser, Space Cruiser, Space Battleship hulls. I built, but was unable to install the Twin 8", C-50, Twin 10", Shark 28/28, Twin 12", Dual Slug, and Heavy Rail turrets on any of the above.
Aranador 6 May, 2023 @ 5:30pm 
Hmm, I will go put together a list, but off the top of my head, I used the Destroyer hull, cruiser hull, space cruiser hull, and space battleship hull. I was only able to use a small selection of weapons, any of the 'big' guns were a no go, but the AA weapons seemed to work.