RimWorld

RimWorld

Moosesian race
Showing 1-10 of 156 entries
< 1  2  3 ... 16 >
Update: 7 Apr @ 12:59pm

[Auto-generated text]: Update on 4/8/2025 2:58:55 AM.

//Nothing big to show for this one, but it's a decent step in the right direction.

Backward compatibility Revisit

(1.2)GeneralRaceSetting.xml
Fix antlers & ears positioning
Ears now displayed behind antlers, as they should.

(1.3)GeneralRaceSetting.xml
Add <styleTagsOverride> to <styleSettings>
//So Moosesian won't spawn with vanilla hairstyles.

Add ResearchProjects.xml for 1.2 & 1.3 & 1.4
//This one doesn't have <generalTitle> & <generalDescription>

Add HediffGiverSets.xml for 1.2

Add MSProjectiles.xml for 1.2
//Use the default 'Bullet' damageDef instead of custom ones.

Add MSGunBase.xml for 1.2
//Use 'CompProperties_BiocodableWeapon' isntead of 'CompProperties_Biocodable'

Add MS_Kinderwurst.xml for 1.2
//Made compatible with its respective version

MS_Kinderwurst
Remove redundant & duplicate parents

(1.2 & 1.3)PawnKinds.xml
Add PawnKinds 'MS_Heavensent'

Add Bodies_Moosesian.xml for 1.2
//Remove Tongue as it doesn't exist in 1.2

(1.2)WFF_BranchGun
Change <label> to be the same as other versions.

MS_Cannonball_12pdr_Roundshot
- Fix incorrect texPath: Cannonballs -> CannonRoundShot
Add MS_Cannonball_12pdr_Sphereshot

MS_Cannonball_12pdr_RoundshotBullet
Change <label>
MS_Cannonball_12pdr_SphereshotBullet
Change <label>

WFF_Archwood
Remove <weaponClasses>: RangedHeavy
Remove <rotateInShelves>: false

Update: 2 Apr @ 7:29am

[Auto-generated text]: Update on 4/2/2025 9:28:56 PM.

TL;DR: Weapon distribution rework, pawns now spawn with more variety of weapon, caravan guards now spawn with more advanced (rarer) firearms.
//The tags are still somewhat messy, I might have to come back to fix this later.

PawnKinds.xml
MS_Longman
<weaponMoney>: 500~750 -> 400~650

MS_Warrior_Line & MS_Vanguard_Light & MS_Guard_Grenadier & MS_Guard_Old
weaponTags MSW_Dieselwork changed to MSW_LineInfantry

MS_Guard_Officer & MS_Vanguard_Officer & MS_Warrior_Officer
Remove weaponTags: MSW_Saber
Add weaponTags: MSW_Officer

MS_Warrior_Sapper
weaponTags MSW_Breacher changed to MSW_BreacherWarrior
<weaponMoney>: 500~750 -> 450~600
(1.3-1.5)Add <isGoodBreacher>: true

MS_Vanguard_Sapper
<weaponMoney>: 680~1500 -> 450~450
(1.3-1.5)Add <isGoodBreacher>: true

MS_Guard_Sapper
weaponTags MSW_ExplosiveAntique changed to MSW_BreacherGuard
New weaponTags: MSW_BreacherGuard
<weaponMoney>: 680~1500 -> 450~550

MS_Guard_Old
Remove weaponTags: MSW_LineInfantry
Add weaponTags: MSW_OldGuard

MS_Farmer
New weaponTags: MSW_Farmer
Remove weaponTags: MSW_Civilian_Ranged
<weaponMoney>: 500~1000 -> 200~700

MS_Vanguard_Skirmisher
Remove weaponTagsL MSW_Skirmisher_Ranged
Add weaponTags: MSW_Skirmisher

MS_Vanguard_Elite
(1.2) Fix incorrect label

MS_Vagabond
Remove weaponTags: MSW_Civilian
Add weaponTags: MSW_Vagabond & MSW_LineInfantry

MS_Infirmier_Medic
Remove weaponTags: MSW_Longarm
Add weaponTags: MSW_Medic & MSW_LineInfantry

WFF_Dieselwork
weaponTags MSW_Dieselwork change to MSW_LineInfantry

WFF_Metalbuss
New tags: MSW_BreacherWarrior
<MarketValue>: 450 -> 525

WFF_Firespitter
weaponTags MSW_ExplosiveAntique changed to MSW_BreacherGuard
<MarketValue>: 400 -> 500

WFF_Headcutter
Add weaponTags: MSW_Farmer

WFF_Horsepole
Add weaponTags: MSW_Medic
<MarketValue>: 500 -> 400

WFF_Firehorn
Removed all the old weaponTags.
New weaponTags: MSW_Longarm & MSW_Farmer & MSW_Vagabond & MSW_Medic

WFF_Antlerbreaker
New weaponTags: MSW_Longarm & MSW_OldGuard

WFF_Spinner
New weaponTags: MSW_OldGuard
<MarketValue>: 1500 -> 1000

WFF_HandRatling
New weaponTags: MSW_OldGuard

WFF_Dieselboiler
Remove weaponTags: MSW_Skirmisher_Ranged
Add weaponTags: MSW_Skirmisher

WFF_Rakali
Remove weaponTags: MSW_Civilian & MSW_Civilian_Ranged & MSW_Farmer
New weaponTags: MSW_Vagabond

WFF_Rokali
Add weaponTags: MSW_Farmer

WFF_Signal_Saber
Remove weaponTags: MSW_Saber & MSW_Civilian
Add weaponTags: MSW_Vagabond
<MarketValue>: 750 -> 250

WFF_Manchaser
Add weaponTags: MSW_Vagabond

Update: 24 Mar @ 3:57pm

[Auto-generated text]: Update on 3/25/2025 5:57:30 AM.

WFF_Conductor_Wand
No longer appears as a mid frequency quest reward.
No longer biocodable.
Removed the file from 1.2 version.

WFF_Manchaser
Add file to 1.2 version.
//The only difference this has to newer versions is the lack of weaponClasses.

Melee weapons:
Restructuring and removing redundancy in the XMLs.

Update: 23 Mar @ 3:35am

[Auto-generated text]: Update on 3/23/2025 5:35:06 PM.

SoundDef.xml
AlouisRifle
<volumeRange>: 65~70 -> 55~60
//Noise complaint received

Changed spacing of 2nd passage in the Description of ALL items.

Trader changes
Peddling Farmer:
Will now buy ranged and melee weapons from players.
Increase amount of MedicineHerbal being in stock.

Arms Dealer:
Antlerbreaker have been removed from stock.

Smuggler:
Reduce the chance of MST_Imperial weapons being in stock.
Increase the chance and counts of SpacerGun weapons being in stock.

Church Emissary:
Reduce amount of Silver in stock.
Reduce amount of MealSurvivalPack in stock.
Reduce amount of MedicineUltratech in stock.
Will now buy ranged and melee weapons from players.

Surplus Dealer:
Increase amount of Silver in stock.
Will now buy all Moosesian weapons (MST_ALL) from players.
Sell weapons with MST_Imperial tag instead of MST_Diesel.

Update: 11 Mar @ 4:48pm

[Auto-generated text]: Update on 3/12/2025 6:48:39 AM.

WFF_Spinner
<AccuracyMedium>: 0.50 -> 0.55
<AccuracyLong>: 0.40 -> 0.45

WFF_BranchGun
Edited description.
//I felt something was wrong but I didn't realize how messy the writing was until I checked the JP translation patch.

WFF_Rokali
New description.
<AccuracyTouch>: 0.85 -> 0.9
<AccuracyMedium>: 0.55 -> 0.5

WFF_HandRatling
New description.
<warmupTime>: -> 1.7 -> 1.1
<RangedWeapon_Cooldown>: 2.15 -> 1
<burstShotCount>: 60 -> 30

Update: 9 Mar @ 2:36pm

[Auto-generated text]: Update on 3/10/2025 4:36:38 AM.

This mark the final update for Moosesian late-game weapon roster, there won't be any further changes to the core concept of these guns.
//I have done all that can be done, now only apparel fix left to do.

WFF_Antlerbreaker
new description.

WFF_Spinner
New sprite.
new description.
Add <drawSize>: 1.2
<burstShotCount>: 6 -> 2
<RangedWeapon_Cooldown>: 2.3 -> 1.3
<ticksBetweenBurstShots>: 24 -> 0
Remove <forcedMissRadius>: 1.9
<soundCast>: Dieselwork -> AlouisRifle
<soundCastTail>: GunTail_Heavy -> AlouisRifle_Tail
<muzzleFlashScale>: 13 -> 10
Remove <targetParams>/<canTargetLocations>: true
Projectile changes: Now fire a non-incendiary version of Rokali's bullet.

WFF_BranchGun
Edited sprite.
new description.

WFF_Rokali
New sprite.

New MSProjectiles.xml
All projectiles from post-Napoleonic firearms have been, and will be put here.

MS_VolleyCannonPiece
Now have new projectile of its own: WFF_Bullet_VolleyCannon

Update: 6 Mar @ 11:22am

[Auto-generated text]: Update on 3/7/2025 2:21:57 AM.

WFF_Antlerbreaker
New Sprite.
<drawSize>: 1.25 -> 1.2

WFF_BranchGun
New Sprite.
Add <weaponTags>: MSW_Broomstick
Add <weaponClasses>: ShortShots

WFF_TrunkGun
Sprite swap with WFF_BranchGun.
Remove <weaponTags>
Remove <weaponClasses>: ShortShots

Update: 1 Mar @ 12:34pm

[Auto-generated text]: Update on 3/2/2025 3:34:19 AM.

Fixed an issue where babies/child Moosesians have Adult body type.

WFF_Pikebreaker
New sprite.

Update: 24 Feb @ 12:19pm

[Auto-generated text]: Update on 2/25/2025 3:19:31 AM.

TL;DR: Ghoul body support + Redrawn weapon sprites.

Update MSModSettings.dll (1.4/1.5): Change the method of getting into specific XML node.

GeneralRaceSetting.xml
Add <extendedGraphics> in <graphicPaths>/<body>: Add support for Ghoul body.
//Unless Facial Animation patch is enabled, the head will still change to that of vanilla ghoul's.

WFF_Horsepole
New Sprite.
<drawSize>: 1.25 -> 1.5

WFF_Headcutter
Slight Sprite edit.

WFF_HandRatling
New Sprite.

WFF_Ironheap
New Sprite.
Add <drawSize>: 1.25

WFF_Signal_Saber
New Sprite.

Update: 17 Feb @ 9:52am

[Auto-generated text]: Update on 2/18/2025 12:52:40 AM.

The Mod Settings is now functional!
You can now toggle between NSFW (default) and SFW body texture!
(Requires restart for changes to take effect)

Folders 1.4 and 1.5 have their own Assemblies for their respective version of Mod Settings.
//Because 1.2-1.3 still use old body texture.

Remove BodiesSFWPatch.xml
//This is not needed anymore.