RimWorld

RimWorld

Moosesian race
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Update: 16 Feb @ 12:44pm

[Auto-generated text]: Update on 2/17/2025 3:44:11 AM.

//I have been trying to get into C# in order to make mod setting, albeit I'm not very familiar with it yet.
Texture changes
NSFW body texture is now back as the default.
SFW body texture have been renamed and moved to their own folder (BodiesSFW).

(Unfinished) Add mod setting that allow player to pick between normal and SFW texture.
(Unfinished) BodiesSFWPatch.xml: A patch that change folder directory of Moosesian body texture to SFW version.
//Disabled as comment until the mod setting is ready.

Add Assemblies folder with (WIP) .dll file for mod setting.
Add Source folder along with C# project files and all related stuff.
MSModSetting.xml: new Keyed .xml file for Language folder.

ResearchProjects.xml
MSR_RifledFirearms
<baseCost>: 7700 -> 7200
Replace Machining with Gunsmithing as <prerequisites>

Update: 13 Feb @ 4:17pm

[Auto-generated text]: Update on 2/14/2025 7:17:12 AM.

WFF_Antlerbreaker
<damageAmountBase>: 55 -> 60
<stoppingPower>: 2.5 -> 5
<armorPenetrationBase>: 0.75 -> 1
Replace <soundCast> & <soundCastTail> to AlouisRifle & AlouisRifle_Tail

WFF_Spinner
<forcedMissRadius>: 1 -> 1.9
<stoppingPower>: 0.5 -> 0.2
//This is the most I can do without nerfing rate of fire.

WFF_HandRatling
<damageAmountBase>: 3 -> 7
<stoppingPower>: 0.25 -> 0.55
<armorPenetrationBase>: 0.05 -> 0.1
<speed>: 33 -> 60
<RangedWeapon_Cooldown>: 1.35 -> 2.15
<range>: 29.9 -> 24.9
<ticksBetweenBurstShots>: 3 -> 6

WFF_Rokali
<damageAmountBase>: 40 -> 45
<stoppingPower>: 2.5 -> 4
<armorPenetrationBase>: 0.67 -> 0.8
<speed>: 87 -> 94
Replace <soundCast> & <soundCastTail> to AlouisRifle & AlouisRifle_Tail

MS_VolleyCannonPiece
<RangedWeapon_Cooldown>: 5 -> 4.8
Change <defaultProjectile> to WFF_Bullet_Spinner
<burstShotCount>: 25 -> 9
Add <forcedMissRadius>: 0.9
<soundCast>: Rakali -> Dieselwork
<muzzleFlashScale>: 10 -> 13

WFF_BranchGun
Change <label>
//Concept swap, branchgun will now be shotgun reserved for the Holy Order nuns instead of trunkgun.
<stoppingPower>: 4 -> 8
<armorPenetrationBase>: 1.00 -> 0.8
<speed>: 97 -> 90

SoundDef.xml
Remove Antlerbreaker

Update: 7 Feb @ 1:21pm

[Auto-generated text]: Update on 2/8/2025 4:20:49 AM.

MS_Kinderwurst
Change parents to 'MealBase'
Remove redundant elements.
<DeteriorationRate>: 2 -> 0.1
Remove <babiesCanIngest>

MS_Kinderwurst_Herbed
BloodFiltration: 10% -> 20%

//Kinderwurst as a concept sound very promising as a signature fish for Moosesian, but in term of gameplay there is much to be figured out.

Damages_Misc.xml
//TL;DR: Adjusted building damage factor in according to recent balance patch.
Remove WFF_BreachBullet_Base
Remove redundant elements.

WFF_BreachBullet_S
DamageFactor for all building & plant: 2.5 -> 2

WFF_BreachBullet_M
DamageFactor for all building & plant: 3.5 -> 3


WFF_Archwood
<RangedWeapon_Cooldown>: 3 -> 2

WFF_Metalbuss
<damageAmountBase>: 60 -> 70
<RangedWeapon_Cooldown>: 5.5 -> 5

//Apparently I forgot to implemented these two change...

Update: 26 Jan @ 11:21am

[Auto-generated text]: Update on 1/27/2025 2:21:39 AM.

Post-Napoleonic Firearms Revisit
TL;DR: I've chosen and re-balanced ranged weapons roster for late game, any weapons included in the research beyond this point will be moved to separated mod in the future.
//This update is an attempt to flesh out late game content proper, bringing the much needed consistency and balance to post-Napoleonic, Victorian themed firearms.

WFF_Antlerbreaker
<damageAmountBase>: 30 -> 55
<warmupTime>: 1 -> 1.3
<RangedWeapon_Cooldown>: 2 -> 1.2
<range>: 49.9 -> 54.9

WFF_Spinner
Delete xml from 1.2 version folder.
Change ParentName
Change projectile <label>
Add <shaderType>: TransparentPostLight
Add <color>: (254,189,58)
<researchPrerequisite>: MSR_Breechloader -> MSR_RifledFirearms
<WorkToMake>: 12000 -> 30000
<MarketValue>: 600 -> 1500

Switch <damageDef> to Bomb
<damageAmountBase>: 36 -> 20
<armorPenetrationBase>: 0.46 -> 0.03
Add <explosionRadius>: 1.9
Add <thingClass>: Projectile_Explosive
Add <ai_IsIncendiary>: true
Add <arcHeightFactor>: 0.7
Add <shadowSize>: 1
Add <explosionDelay>: 0
<warmupTime>: 1 -> 1.7
<RangedWeapon_Cooldown>: 2 -> 1.3
<range>: 39.9 -> 49.9
Add <burstShotCount>: 6
Add <ticksBetweenBurstShots>: 24
Add <forcedMissRadius>: 1
<muzzleFlashScale>: 12 -> 13
Add <targetParams>/<canTargetLocations>:true
<skillRequirements>: Crafting 8 -> 10
<costList>: ComponentIndustrial 2 -> 6

<AccuracyTouch>: 0.85 -> 0.45
<AccuracyShort>: 0.75 -> 0.6
<AccuracyMedium>: 0.70 -> 0.5
<AccuracyLong>: 0.60 -> 0.4

WFF_HandRatling
<RangedWeapon_Cooldown>: 1.6 -> 1.35
<warmupTime>: 1 -> 1.7
<range>: 34.9 -> 29.9
<burstShotCount>: 50 -> 60
<ticksBetweenBurstShots>: 6 -> 3

WFF_Rokali
//Changes also applied for 1.2 version.
Add <shaderType>: TransparentPostLight
Add <color>: (254,189,58)
Change <damageDef>: Bullet -> Flame
<damageAmountBase>: 30 -> 40
<armorPenetrationBase>: 0.75 -> 0.67
<AccuracyTouch>: 0.80 -> 0.85
<AccuracyShort>: 0.75 -> 0.80
<AccuracyLong>: 0.20 -> 0.40

WFF_BranchGun
<damageAmountBase>: 90 -> 60
<RangedWeapon_Cooldown>: 4 -> 1.6
<warmupTime>: 2 -> 0.9
<AccuracyTouch>: 0.60 -> 0.8
<AccuracyShort>: 0.70 -> 0.85
<AccuracyLong>: 0.55 -> 0.6
<range>: 54.9 -> 49.9

WFF_AlouisRifle & WFF_BLG
Replace <researchPrerequisites> with <researchPrerequisite>: MSR_Breechloader

Update: 15 Jan @ 6:27am

[Auto-generated text]: Update on 1/15/2025 9:27:35 PM.

TL;DR: Research tree changes.

Fix: Remove south texture for WFF_Civilianwear
//This was WIP texture that I never got around to finish, it was never intended to be released, yet.
WFF_Civilianwear: Disabled <graphicData>/<shaderType> & <useWornGraphicMask> for now.

ResearchProjects.xml
Research tree rearranged,<prerequisites> changed for some projects.

Change <researchPrerequisite> for the following:.
WFF_Rakali: MSR_MusketCraft -> MSR_WarriorPath
WFF_Dieselboiler: MSR_MusketCraft -> MSR_VanguardPath
WFF_Firespitter: MSR_MusketCraft -> MSR_GuardPath

WFF_OldGuardBearskin: Now also require MSR_GuardPath
WFF_GeneralPickhat: Now also require MSR_RifledFirearms
<label> changed to match WFF_VanguardPickhat.
WFF_VanguardPickhat: Now also require MSR_RifledFirearms

Update: 26 Dec, 2024 @ 5:28pm

[Auto-generated text]: Update on 12/27/2024 8:28:16 AM.

Hi, it's been a while!
TL;DR: New texture for all shakos + 1 new shako.

BackstoryDef.xml
Adjust <skillGains> for MS_Carpentry_Student.

Apparel_Base.xml
New ThingDef parent for all shakos.

Apparel_Woodlander.xml
New texture for WFF_WarriorShako

WFF_VanguardShako:
New texture.
Minor capitalization fix.

WFF_SkirmishShako:
New description.
New texture.
New <tags>.
//Skirmisher apparel no longer share the same tag as Vanguard but has its own exclusive.

New apparel: WFF_GuardShako.

Update: 12 Dec, 2024 @ 4:24pm

[Auto-generated text]: Update on 12/13/2024 7:24:27 AM.

Moosesian body texture have been replaced with SFW version.
//Although the texture is done and ready, its inclusion in this release was not intentional, this will be reverted later.

Updated sprite for Moosesian box artillery.

Change <techLevel> for ALL Moosesian factions (including player) back to Medieval.
//This was done to stop them from using drop pod raid on player.
//Technically, they shouldnt be able to use drop pod anyway, too heavy.

Update: 29 Oct, 2024 @ 11:16am

[Auto-generated text]: Update on 10/30/2024 1:15:48 AM.

//Follow up on what was missed last update.

ResearchProjects.xml
MSR_RifledFirearms: now has Machining as <prerequisites>
MSR_Breechloader: remove Machining as <prerequisites>

WFF_AutoRatling
Add MSR_VanguardPath into <researchPrerequisites>
Now use <researchPrerequisites> instead.

AmmoBases.xml
For parent "MSGunBaseImperial": Change <recipeUsers> from Fueled/ElectricSmithy to TableMachining.
//Since their ammo are now crafted at loading bench.
//According to CE Guns; Winchester 1894, a rifle from the same era these guns are based on, is crafted using machining table.

Update: 29 Oct, 2024 @ 2:25am

[Auto-generated text]: Update on 10/29/2024 4:25:11 PM.

//Don't mind these, the actual content for Halloween update arrive on 30th.

WFF_Antlerbreaker
Add MSR_VanguardPath into <researchPrerequisites>
In <researchPrerequisites>: replace MSR_RifledFirearms with MSR_Breechloader

WFF_BLG & WFF_AlouisRifle
In <researchPrerequisites>: replace MSR_Breechloader with MSR_RifledFirearms

WFF_BranchGun
Remove MSR_GuardPath from <researchPrerequisites>
Now use <researchPrerequisite> instead.
//Branch gun becoming shotgun, no longer GUARD specialized.

WFF_TrunkGun
Add MSR_GuardPath into <researchPrerequisites>
Now use <researchPrerequisites> instead.

WFF_Spinner
In <researchPrerequisite>: replace MSR_RifledFirearms with MSR_Breechloader

WFF_Antrifle
In <researchPrerequisites>: replace MSR_GreatWarArms with MSR_Breechloader
Now use <researchPrerequisite> instead.
<skillRequirements>: Crafting 16 - > 10

Update: 20 Sep, 2024 @ 12:48pm

[Auto-generated text]: Update on 9/21/2024 2:47:59 AM.

Edit Metalbuss sprite.
//Really want to make it seem thicker than this, but I need to retain the original shape.

GeneralRaceSetting.xml
Moosesian now has the same heat tolerance as normal human, while their tolerance to cold weather have been increased.
<ComfyTemperatureMax>: 31 -> 21
<ComfyTemperatureMin>: -10 -> -20