RimWorld

RimWorld

Monstergirl Races
556 Comments
Aenonn 8 Jul @ 3:53pm 
Q: Any thoughts to flip these into researchable / (animal) sourced Xenogenes? Literally make your own over time... "Mad scientist play-through."

Great mod!
razar1  [author] 1 Jul @ 3:39pm 
They shouldn't have generated with that xenotype... was it a player/starting pawn? I might have missed specifying baseliner for starter player pawnkinds.

Regardless, looking at those body genes it looks like they don't have the proper gene tag applied to them so it bypasses the gene blacklist I setup to prevent this. I don't have any textures for a robot body gene, so if a monstergirl gets that gene the whole body texture would be missing.
Sophie the Opossum 30 Jun @ 8:07am 
i had a pawn generate with steel enforcer genes (from big & small simply robots) and the thrumbogirl background, is it normal when that happens for the body texture to be a missing texture?
gunns22 23 Jun @ 2:38pm 
LOG! https://gist.github.com/HugsLibRecordKeeper/3bdd77d52728caaba76874ff3574fcdf

Minor red error when ran alongside Pawnmorpher. Haven't tested it at all; I've been combing my modlist for signs of a bigger bug to do with Medieval Overhaul's Dark Wood. If I had to guess, the red error probably just means you can't Pawnmorph a Pawn into any of the Monstergirl Races creatures, which I never would have thought to try anyway.
razar1  [author] 14 Jun @ 10:39am 
Updated to 1.6 unstable.

For now you need to use the Dev version of HAR on the workshop.

I only did some cursory testing so if you find something broken please let me know.
razar1  [author] 25 May @ 8:24am 
There is an alternate textures patch linked in the description.

As for the other things, I have this mod in "maintenance mode" at the moment so I'm not planning any significant development at this time.
gundampheonix 23 May @ 3:54pm 
So, are you gonna add any new monsters? Maybe a texture update, or what about some more functionality(like quests or powers)? Just wondering if this mod is gonna expand on the original monster girls concept.
Necrosx 20 May @ 6:24pm 
Unfortunate, but thanks for the reply.
razar1  [author] 20 May @ 6:01pm 
I don't currently plan on it.
Necrosx 19 May @ 2:41pm 
Any chance you intend to take over the More Monster Girls & More Monster Girls Enhanced mods, since the original author no longer intends to update them?
Dragonmaster Cale 22 Apr @ 1:45am 
I would also love a biotech version with gene's for the monster girls. It'd be great to mix and match and create new cross species versions and be able to throw them into gene extractors.
Megadew 15 Mar @ 2:44pm 
there are other mods i use to make monstergirls with biotech but i love the art from this one alot
Megadew 15 Mar @ 2:43pm 
i would love a biotech version so much then i could make have hybrid monstergirls
gunns22 11 Mar @ 6:14pm 
@razar1 @nico_zip So? Why can’t there be TWO versions of Monstergirl Races: one that uses the current race and body settings system and one that uses the (arguably better) gene system from Biotech?
razar1  [author] 11 Mar @ 5:10pm 
@gunns22 Those are just straight race and body settings. Just like how muffalo are milkable and shearable and how animals have different body parts than humans do.

I just changed the item that gets generated from milking/shearing. And gave each race a custom body with some custom prosthetics for the custom parts. No genes were involved in that.
nico_zip 11 Mar @ 3:54pm 
For once i prefer the not dependace to a DLC I dont own, that makes it a better mod imo.
Mods that have DLC dependencies aren't bad but its just they have more limited audience.
gunns22 11 Mar @ 12:53pm 
@razar1 What I WANT to transfer between colonists is the unique quirks of the Monster Girls. The Thrumbo Girl's horn, the milk and fur production of the mammal girls, Harpy eggs and Slime jelly and Arcane Fluid from the Baphomet! If they're not governed by special modded Genes, how the hell did you make them work!?
razar1  [author] 11 Mar @ 10:36am 
@gunns22 yeah Alpha Memes has to fix that. If a race is milkable and has a custom npc faction, Alpha Memes doesn't handle that and causes faction leader generation failures.

As for the backstories, I'm not sure what you mean. They only affect skills and the label you see. They also don't have any unique genes so I'm not sure what traits you are cheating to transfer.
gunns22 11 Mar @ 10:13am 
LOG: https://gist.github.com/HugsLibRecordKeeper/aa234459662e46b101a0068e0235e463

Bug Desc: For some bizarre reason, whenever I generate a world with this mod installed, there's only a single faction base per faction. This bug persists whenever I generate a new world.

Other Notes: I also think your choice of having monster girls be governed by backstories rather than Xenotypes is questionable at best. I'd like to be able to splice the monster girls' production genes into other colonists, rather than resort to outright cheating to transfer those special traits.
nico_zip 10 Mar @ 7:19pm 
@razar1 Thanks, problem solved, I had to resubscribe to the mod in order to force the update. Sorry for the niche bug I tend to somehow always find those.

Now i'll go back to enjoy my Monstergirls colony.
razar1  [author] 10 Mar @ 5:44pm 
@nico_zip I just pushed a fix for this. Turns out I introduced a bug when adding support for the Alternate Textures that would cause wildly incorrect offsets and apparel sizing when the alternate textures mod was not present.

Force Steam to re-download the mod and it *should* be resolved.
nico_zip 10 Mar @ 4:54pm 
@razar1 Sadly no, I try reloading the save multiple time including restarting the game, just to make sure i also got rid of any mod that could interfere with the head graphics.

I just tried using the dev mode tool you mentioned but it does nothing, i click on the pawn but nothing happens, maybe i'm using it wrong?
razar1  [author] 10 Mar @ 4:22pm 
@nico_zip Does the issue persist when saving/loading?

You could also try going into dev mode and using the re-resolve graphics tool on the pawn to see if that fixes it.
nico_zip 10 Mar @ 2:28pm 
I'm having an issue after disabling the alternate textures from this mod. I started a game using this mod and its alternate textures. Recently I managed to find a Slime girl but i kinda didn't liked how she ended up looking as i didn't find her to be distinctively a Slimegirl.

Short story, I disabled the alternate textures mod and then the Slime girl got her head detached from her body and it levitates above her body leaving almost a block tall of void between the body and the floating head.

Any idea how to fix this? for reference I only own the base game and Ideology DLC.
razar1  [author] 6 Mar @ 4:07pm 
Wild monstegirls faction doesn't have any bases, but it does require a faction leader, which I believe is what is failing to generate. Something in Alpha memes isn't happy.
Veskaida 5 Mar @ 4:26am 
I think the issue isn't the mods "Monstergirl Races" being loaded but how the "Wild monstergirls" faction bases generate during world creation. Normal faction base spawning is still possible with the mod loaded if "Wild monstergirls" disabled during world creation, if enabled it will prevent ~90%-100% of other faction bases from spawning. This is quite a problematic bug since it can/will cause factions (e.g. Fallen Empire) to fail to generate even if enabled during world generation.

Worldgen with Monstergirl faction mod loaded and "Wild monstergirls" faction DISABLED
https://files.catbox.moe/zdy0u9.jpg
https://files.catbox.moe/t2fm45.jpg
Worldgen with Monstergirl faction mod loaded and "Wild monstergirls" faction ENABLED
https://files.catbox.moe/ct0dfl.jpg
razar1  [author] 21 Feb @ 2:38pm 
Hmm the game complains about the Alpha Meme StatPart_MaxNutrition_CattlePrecept when trying to generate faction leaders.
badisgood06 20 Feb @ 4:16pm 
I'm having the same issue as the person below me, so I dont think its isolated.
hellbringer72 3 Feb @ 8:05am 
It seems a recent patch to Alpha Memes has create a soft incompatibility between it and this mod. If all two mods are in the same mod list,on world generation all faction are limited to 1 settlement. Mods like faction control do not change this. Have tested with minimum mods.
KaelynZ 16 Jan @ 1:07pm 
@razar1 I have (apparently) solved the 'no surgeries' issue for Monstergirl Races (MGR), by moving it early in my modlist, before all medical mods. I used RimSort to edit the mod rules for MGR, making sure MGR loads *after* Humanoid Alien Races, and *before* every mod with the letters 'medic', 'bionic', 'prosth', 'cybern', 'implant', 'organ', or 'surg' in their names. i *just* loaded the game where the surgery bills finally appear, so i have not yet tested it, nor do i know which particular mod causes the problem. But i wanted to let you know that there does seem to be a fix, and MGR is apparently not the source of the problem. Thank you!
razar1  [author] 15 Jan @ 10:30am 
@Trivia Vanille No, this is a standalone mod.
@gunns22 It might get confusing having both Animal and 'Pawn' monstergirls at the same time.
gunns22 14 Jan @ 7:27am 
Do you recommend running this mod alongside More Monster Girls?
KaelynZ 13 Jan @ 6:19am 
@razar1 all surgeries. The only bills appearing on the Operations tab are 'Administer XXX', such as 'Administer luciferium'. No removing parts, extracting hemogen, installing prosthetcs, etc. I have a *very* heavily modified game, so this is probably an interaction with some medical mod. Now that I know that this is not expected behavior, I am going to try moving Monstergirl Races later in my load order. Thank you!
Trivia Vanille 12 Jan @ 3:34pm 
Do i need to have MonsterGirlsPlus installed for this to work?
razar1  [author] 11 Jan @ 11:34pm 
@Kaelynz all surgeries or just specific ones? I've not seen any issues with that before.
KaelynZ 9 Jan @ 12:40am 
I can't schedule surgeries on my monstergirl pawns, for some reason (I have a foxgirl, a wolfgirl, and a baphomet). I can schedule surgeries just fine on all my other pawns, both baseliners and xenos. Is this an known problem with this mod, or am i missing something?
razar1  [author] 30 Nov, 2024 @ 9:28am 
Pawn Races
Teralitha 29 Nov, 2024 @ 2:37pm 
Are these added pawn races or are they animal races
razar1  [author] 6 Nov, 2024 @ 12:50am 
This mod doesn't have arachne in it.

I have not added CE support myself, so I dunno if CE works or not with this mod.

It doesn't surprise me the the NL body mod doesn't work. None of the races in this mod use the human textures.

For the base game pawn randomizer settling on a specific race and not changing, If I remember that issue right it should be happening for any race mod (I forget if that was addressed in some way with HAR). Each pawn 'slot' will end up with a certain race. A mod like character editor will allow for better control over which pawns are added and what races they are.

The xenotypes in this particular mod were made for the NPC faction. You can technically pick them for your pawns, but they don't have any visual genes on them so they shouldn't affect how your pawns look.
SSS-class Warlock 6 Nov, 2024 @ 12:28am 
I tried CE and NL apparel paper pattern on catgirl, wolfgirl, arachne, centaur and slime. NL body mod didn't work either.
Besides the way they're implemented being super janky, as in they are generated sometimes in a broken way via the character randomizer and once a colonist is a monstergirl, there is no changing that either. Deliberately generating one required me to select them both in the alien drop down menu, and the xenotype menu, which didn't inspire much confidence either.

I've played some janky mods, but with this one I got a sinking feeling before the playthrough even started.
razar1  [author] 5 Nov, 2024 @ 2:08pm 
Really? Which races? I was pretty sure I had most apparel appearing 'fine' on them.
SSS-class Warlock 3 Nov, 2024 @ 8:37am 
really broken apparel, the body clashes with all sorts of stuff
Taco Nuke(Dapper Edition) 21 Aug, 2024 @ 3:21pm 
will we get genes for these races?
Lyrdian 13 Aug, 2024 @ 5:20pm 
ok, thank you :)
razar1  [author] 13 Aug, 2024 @ 3:12pm 
They are separate races.
Lyrdian 13 Aug, 2024 @ 1:14pm 
Are the races added considered Xenotypes now with biotech? or are we using separate race entries like we used to?
Gunsmith 5 Aug, 2024 @ 8:56pm 
oh i see. ok cool. thanks for letting me know. love the mod btw.
razar1  [author] 5 Aug, 2024 @ 9:09am 
@Gunsmith That is intentional. Since the children are currently just using adult textures, children apparel would not fit properly.
Gunsmith 4 Aug, 2024 @ 9:30am 
hi. i think i found a small bug. its nothing breaking but i did notice it.
the kids born from the monster girls cant wear kid clothing. they have to get adult clothing.
OVERLORD 7 Jul, 2024 @ 7:20pm 
透明人 那么长时间也不修复...