RimWorld

RimWorld

Moosesian race
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Update: 30 Jul, 2023 @ 4:35am

[Auto-generated text]: Update on 7/30/2023 6:35:30 PM.

SoundDefs.xml
Reduce all custom gun sfx by 20%

New sprite for BLG
//It looks much less ridiculous now.

PawnKinds.xml
New pawnkinds: 'Master surgeon' and 'Lifesaver'.
//Master surgeons would accompany Guards and Generals in raid and peaceful visit, Lifesavers are volunteer like Longmen, thus sharing the same backstory pool.

Remove any mention of <techLevel> = medieval from individual mod
//it's already in the Base parent.

Remove <Flammability> for any Fabric/Leathery-based apparels that use <stuffCategories> instead of <costList> for crafting recipe
//Now they use the default 100% in Base parent.

Apparels changes: Revisiting the stats, more consistent armor multipliers:

Surgical Apron
<MaxHitPoints>: 150 -> 200
<WorkToMake>: 2000 -> 3200
Armor stats now a multipler based on material used.
<EquipDelay>: 5s -> 2s
//New stats are changed based on Cape from Royalty.

Sun helmet
<Flammability>: 50% -> 100% (Default)
//Since it's specifically made out of wood which has 100% flammability

Ceremonial Dress
<StuffEffectMultiplierArmor>: 0.1 -> 0.25
<StuffEffectMultiplierInsulation_Cold>: 0.2 -> 0.15
//It has always bugged me how this thick fabric dress offers less protection than a literal T-shirt.

Civilianwear
<WorkToMake>: 3000 -> 7000
<EquipDelay>: 10s -> 3s

Ancestralwear
Add <techLevel> = Neolithic

Fur Hat
<StuffEffectMultiplierInsulation_Cold>: 0.2 -> 0.5
<StuffEffectMultiplierInsulation_Heat>: 0.15 -> 0
<EquipDelay>: 3s -> 1s
//Now functionally the same as Tuque, but better.

Update: 21 Jul, 2023 @ 5:38am

[Auto-generated text]: Update on 7/21/2023 7:38:18 PM.

TL;DR: Custom names for Moosesian.

RulePacks_Namers_Factions.xml
Change how faction and settlement are named.
New factionnamer for future faction.

RulePacks_Namers_People.xml: Now working as intended.

(1.2) MSFaction.xml: Add <pawnNameMaker>=NamerPersonMoosesian
(1.3 & 1.4) Culture.xml: Add <pawnNameMaker>=NamerPersonMoosesian
//Both player and NPC faction now share the same colonist, faction and settlement name generation.

Update: 17 Jul, 2023 @ 9:41am

[Auto-generated text]: Update on 7/17/2023 11:40:55 PM.

!!!2nd Anniversary update!!!
Nothing new or spectacular, this is merely to lay the groundwork for what's to come: A new optional faction.

Moving ApparelDefs folder from root to 1.3
//Back to where it belongs.

Apparel.xml no longer exist, its content have been divided into five separate files:
Apparel_Base - Base/Parent node for the rest.
Apparel_Woodlander - Default Moosesian apparel set.
Apparel_Flatlander - Reserved for a planned upcoming crusader themed faction.
Apparel_Imperial - Victorian apparels set.
Apparel_Dieselpunk - End-game industrial set.

pathCost: 10 -> 18
//Human apparel is 10, but Moosesian are much bigger thus it should take longer to cross over.

Add burnableByRecipe = true
//Before this, all apparels except military related are burnable at campfire.
//If Cataphract armor can be burned in a campfire, I suppose there's no exception to this.

Ancestralwear & Fur hat
Set <techLevel> = Neolithic

General & Vanguard Pickhat
<techLevel> Medieval -> Industrial
<EquipDelay>: 5 -> 1.5

Remove <trader> = true from Longmen and Vagabond pawns.
//Fixing the issue where the caravaneers won't retaliate against raiders.

New custom sfx for Alouis Rifle and Auto Ratling

Edited sprite for BranchGun and TrunkGun
//I've been trying to make these looks closer to vanilla aesthetic.

Changing weapon tags:
Remove ALL unused tags. (Except 'MSW_ALL')
Rokali no longer spawn on farmer.
And other tag spelling fix: Range -> Ranged
New format for tag dedicated to certain pawn group: MSW_(Pawnkind)_(Melee or Ranged)
(Tag that indiciate the specific weapon remain the same)

PawnKinds.xml: <weaponTags> changes
All standard infantry: MSW Range_Standard -> MSW_Dieselwork
Farmer: MSW Range_Short -> MSW_Civilian_Ranged
Longmen: MSW_Long -> MSW_Longarm
Vagabond: MSW_Long -> MSW_Civilian

Add bras and panties and required apparels for ALL pawns from NPC faction.

Update: 8 Jul, 2023 @ 4:19am

[Auto-generated text]: Update on 7/8/2023 6:19:34 PM.

A few sprite edits to look and blend better with vanilla aesthetic:
- Moosesian field artillery
- Ironspin
- Rokali

Fix: Reported error due to mistake in the xml.
FaceTypeDef: Replace all backslashes (\) with forward slash (/)

I would like to notify everyone that this mod will reach 2 years of age by this 17th of July, stay tune.
I won't tell what await us on the anniversary day, because I don't know either, but we will see.

Update: 2 Jul, 2023 @ 10:06am

[Auto-generated text]: Update on 7/3/2023 12:06:49 AM.

MS_ArtilleryCannonBase.xml
Range: 55 -> 270
Remove 'PlaceWorker_ShowTurretRadius'
//Since the turret range now cover the whole map, it no longer display range radius.
//I finally found a way to increase the range beyond 55 tiles without the game throwing out error, at last.

TraderKinds_Caravan_MooseTribe.xml
Arms Dealer now sells all cannonball variants ('MS_Cannonballs' tradeTags) instead of just round shot.
//I don't even know the cause, but getting rid of the former cause to CE to stop throwing 'tradeability doesn't allow traders to sell this thing' error.

Fixes:
Fix white outline issue for Moosesian Artillery sprite.

Update: 1 Jul, 2023 @ 9:32am

[Auto-generated text]: Update on 7/1/2023 11:32:43 PM.

MSFactions.xml
(1.2 & 1.3) NPC Faction no longer generate with 'Guilty' meme in their ideology.
Add <disallowedMemes> = Guilty
//True to their setting, a race living in time of civil war has no time for self-loathing.

Fixes: 'Venom Talon' from Royalty DLC can now be installed on Moosesian
Adding 'MiddleFingers' bodypart group to middle fingers, allowing VenomTalon to be installed.

Update: 29 Jun, 2023 @ 11:18am

[Auto-generated text]: Update on 6/30/2023 1:18:24 AM.

Changing labels for weapon's projectiles, any caliber reference have been removed.
//Now that CE patch is released, there is no need to keep these caliber specification labels.

Update: 28 Jun, 2023 @ 11:32am

[Auto-generated text]: Update on 6/29/2023 1:32:01 AM.

Pardon for the slow pace of update.
I've been trying patch the artillery piece for CE to no avail, I'll retry tomorrow.

Moosesian field artillery
Can now be place on muddy ground.
<terrainAffordanceNeeded>: Heavy -> Light

Rename patch xml file.
NoBiotechLifestagePatch.xml -> BiotechPatch.xml

Update: 3 Jun, 2023 @ 10:40pm

[Auto-generated text]: Update on 6/4/2023 12:38:55 PM.

Apology for the lack of update lately, I'm putting all my effort to make sure Combat Extended patch will arrive by this 13th.

Fix:
The head floating issue when player doesn't have Biotech active in their playthrough.
- As a result, Elder Moosesian no longer have increased bodysize, only extra health.
//bodysize factor is tied to head offset, why Tynan.

WFF_Manchaser
Add a blank <equippedStatOffsets> (For CE patching)

Update: 23 May, 2023 @ 11:16am

[Auto-generated text]: Update on 5/24/2023 1:14:37 AM.

Fix:
Replace the AI storyteller art with the unfinished, WIP art.
//The AI art was used for my own playthrough only, but I forgot to switch back when I updated, this changed was not intended.
//Good news is, I managed to continue working on this one a little bit more.