RimWorld

RimWorld

Rockmen race
43 Comments
shimizu01 21 Sep, 2024 @ 4:58am 
Does it work in 1.5?
Shark Of The Covenant 14 Sep, 2024 @ 9:09am 
god i hope this gets updated
Viren 22 May, 2023 @ 9:01am 
Idk if anyone has asked, but is it possible in the game engine to make it so you use the stone cutter table to 'butcher' them but still get the meat? :o
Mouse 9 Jan, 2023 @ 7:09pm 
My favorite race to start as, thanks for updating.
Freeasabird🕊 21 Nov, 2022 @ 12:33pm 
How does a rock man have leather? like, i get a tiny bit of meat (maybe they have a fleshy organ in there?) they should just give like 8 meat and two or three rock chunks. If it HAS TO have some kind of flesh it shouldn't be Human skin. it should have a unique skin, something akin to Rhino hide, but like the meat it should be like 4 of 5 of this leather. i mean you should mainly get ROCKS from rock men yeah?
Crackmonkey914 13 Nov, 2022 @ 8:05pm 
The thin body xenogene seems to cause the textures to break. This mainly happens when a alien race gets assigned something other than baseliner for the xenotype. Haven't tried any others but if you are having this problem you can edit it in developer mode. Just remove the gene as it does nothing but make you pawn look different. Hope this helps someone.
Gouda quiche  [author] 26 Oct, 2022 @ 9:29pm 
1.4 updated.
Zairya 30 Dec, 2021 @ 12:31pm 
For some reason, each time I save a colony with rockmen race as starting pawns, the save will be named "valiantrockmenXY" with XY being an ascending number. I also can't remember giving my settlement a name but in quests, it still has a very long, sometimes silly, name. Has someone else experienced this before?
Tiscareon 12 Sep, 2021 @ 3:04am 
Thank you for updating this, your race mods are the best there are to me
Hans 5 Sep, 2021 @ 4:52pm 
Update? :)
feydras 17 Jul, 2021 @ 6:57am 
Love the rockmen. Hoping for a 1.3 update!
PearificPear 23 May, 2021 @ 2:19pm 
So funny seeing some rockmen spawn with a charge rocket launcher and other industrial tech weapons, all while wearing tribalwear lol.
Panic! 14 May, 2021 @ 8:21am 
Just posting to let you know that you made a kickass mod! It's become a staple in all of my playthroughs.
Necro 18 Mar, 2021 @ 11:41pm 
Petition to rename them to pillar men.
Gouda quiche  [author] 3 Jan, 2021 @ 3:01pm 
Happy new year, thank you for the great suggestion.
Zairya 3 Jan, 2021 @ 1:13pm 
How about ore? I understand the point of cannibalism but sedimentary rock and ore aren't the same in this case, are they? well, either way, I'm glad I could give you a rough idea... oh, and happy new year xD
_Caball3ro_ 3 Jan, 2021 @ 12:02pm 
alright, thanks for the info
Gouda quiche  [author] 3 Jan, 2021 @ 11:15am 
I dont like the idea of them eating rocks. That would be cannibalism by default and Rocks are quite chill guys. The idea remains interesting and some maintenance required for them to keep an armor is a good lead.
Zairya 3 Jan, 2021 @ 10:26am 
I guess you can't give them a race-specific hediff that scales their armour? Like they have to eat rocks periodically to maintane the current armour and if they fail to do so, it is reduced up to... 5% more than regular human?
Gouda quiche  [author] 3 Jan, 2021 @ 10:18am 
Yes their armor attributes are a bit too strong. I am working on a new version of them. I will try to tone that down, bc it's slightly OP.
Zairya 3 Jan, 2021 @ 7:29am 
Faction Discovery got integrated into vanilla expanded framework, if I remember correctly. It should be stated in the discription of faction discovery.

I like your rockmen although they're really tough to beat^^
Gouda quiche  [author] 3 Jan, 2021 @ 7:27am 
Hi. Raids are lead by factions. If you add them midgame, their faction should not exist : raids and settlements should follow and not exist either. They should appear as slaves if you are lucky, but that's it. If you strat a new game with them, you will have both raids and settlements.
Or you could use a mod called "faction discovery" midgame.
_Caball3ro_ 3 Jan, 2021 @ 1:21am 
Hi, Can I download your races mods and see them on raids against me on my current game? and if I start a new one, will I see their settlements on the world map?
DisKorruptd 9 Dec, 2020 @ 7:17pm 
Hey, if you're inclined to add mod support for it, Swimming Kit gives pawns a swim speed (I figure that the rockmen, being rocks, probably arent good at swimming and would move much slower in the water than most
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542399915
Zairya 10 Nov, 2020 @ 9:27pm 
It's probably not shown due to the techLevel. I mean, they'll be like super geniuses with the research speed a higher-than-everyone-else techlevel implicitely means. so for balance, I'd take them out of medieval too.
But I'm not playing with them... they're my tutorial race for the framework...
Gouda quiche  [author] 1 Nov, 2020 @ 10:38am 
They do have advanced weapons in their pawnkind definitions. Their techLevel is Industrial too.

You can see the code there : https://github.com/goudaQuiche/LTF_Rockmen/blob/master/1.2/Defs/Factions/RockmanFaction.xml

Is there no mod that transform definitions to patch all races to medieval ? Does the techLevel change anything ? If a pawnkind has a minigun in its definition, how does that interfere with its faction techLevel ?
Trajda 1 Nov, 2020 @ 9:51am 
@Gouda quiche

Faction discovery is obsolete. Vanilla Expanded Framework took the code.

I cannot see this race in my medieval playthrough, is this race considered industrial?
Gouda quiche  [author] 20 Aug, 2020 @ 4:55pm 
Yes each race has its own faction. There is mod called faction discovery that can add new factions in an in progress game. It has not been updated to 1.2 but the 1.1 version may still work. Give it a try or start a new game, as you said.
I.R.R.I.S.H. 20 Aug, 2020 @ 4:09pm 
Do each of the individual race mods add a faction? Do I need to start a new save?
Gouda quiche  [author] 14 Aug, 2020 @ 3:54am 
110%
Cecell 13 Aug, 2020 @ 7:57pm 
Is their mining speed
+110% (220%)

or

110%?
Gouda quiche  [author] 13 Apr, 2020 @ 7:05am 
@dumbledoreisreallygay
I lowered the leather outcome per rockman and added a Sandstone chunk in the butcher products for good measure. I hope your cannibal people wont be too sad and rockmen will keep on being on the menu.
Deamondo 12 Apr, 2020 @ 8:18am 
You're really awesome for making these changes. I'll go ahead and reinstall FTL race mods for my next playthough and continue with the feedback. Thank you for being so responsive!
Gouda quiche  [author] 11 Apr, 2020 @ 1:47pm 
I normalized the price of mantis claws. I need to work on the weaponTag to avoid tribals to use them. I made the leather 4 times worse. It's worse then devilstrand and has a low temperature resistance. I guess it's not enough. Another nerf could be to limit the amount of leather you get by pawn. Thanks for the feedback.
Deamondo 11 Apr, 2020 @ 12:41pm 
In the 1.0 to 1.1 update I switched from using ftl race mods to lotr race mods, so I can't speak to whether the armor is still op, but I can say that my benchmark would be to compare Rockmen/Crystal leather defense stats against those of marine armor. It's op if I can skin invaders as a tribal to produce armor that is on a similar level to, if not greater than end game armor. Also, weak invaders often come wielding steel/plasteel mantis claws (different race mod, but it's still ftl) which can be resold for massive profit (hundreds of silver each).
Latex Santa 7 Apr, 2020 @ 1:51pm 
@Gouda quiche Pretty OP leathers, you say? From a humanoid that can raid me, you say?
Thank you, sir! My people-eaters thank you!
Gouda quiche  [author] 4 Apr, 2020 @ 11:42am 
@deamondo:
I updated statistics for both rockmen and crystals leathers. Please tell me if you still think it's OP. Thanks for your feedback.
Deamondo 4 Apr, 2020 @ 10:26am 
Idk if it has been addressed before, but rockman leather (and crystal to a lesser extent) is a bit overpowered, is this something you have noticed/considered before?
fynixx 24 Mar, 2020 @ 5:37pm 
this has to be one of the most interesting mods ive seen, i love it
Gouda quiche  [author] 24 Mar, 2020 @ 3:19am 
Oh ok, my bad. After a night sleep, i understand better what you mean.
I rely on the Faster than light balance, and since the game is a masterpiece, I feel it's a solid base and nothing more than what it says is needed.
I still wonder if the rockmen bodyscale of 1.5 does not make them a too easy target to shoot at. Since FTL and Rimworld have quite different mechanics and gameplay, copy pasting the statistics may still not work.
Call me Arty 23 Mar, 2020 @ 7:03pm 
Oh, I wasn't referring to the rockemen needing cold resistance, I just feel that most mods are person's own work and likely play exactly the way the mod creator intends them to don't balance their species/weapons/animals well, and often have their races as straight upgrades with minimal downsides.

Your races are interesting, and balanced.
Gouda quiche  [author] 23 Mar, 2020 @ 6:56pm 
@Call me Arty, short for Artemis
Do you feel they should be more resistant in the cold ? Ice formation breaks stones. I feel removing the need for adapted apparels removes a part of the game. They already have a lot of hp and a resistant skin. Why would they need apparels if not for winter ? I will check the numbers, i cant remember them right now. I also reuploaded the mantis and the zoltan race as standalones. I added many backstories and Zoltans have a true power supplying ability. Thanks for the feedback and support :steamhappy:
Call me Arty 23 Mar, 2020 @ 6:41pm 
I really have to give you credit for making some races that are balanced, instead of "Better than humans in every way. . . but they're uncomfortable in temperatures five degrees colder than humans, I guess."

It's a great translation from the FTL to Rimworld, can't wait to play with it!