RimWorld

RimWorld

Springhares (Outdated)
47 Comments
Tea Spot  [author] 30 Jul, 2021 @ 12:11pm 
@viirinsoftworks: I am so very sorry for your tea spillage!
@|dvh|: The newer Springhare Race mod has been updated to 1.3 now, should have roughly the same features and can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2532963782
|dvh| 30 Jul, 2021 @ 11:08am 
Any chance this mod could be updated to 1.3 as a lite version?
viirinsoftworks 30 Jun, 2021 @ 7:40pm 
*Cheers while drinking tea, spilling it on myself*
*sees your name*
*snorts laughter, repeating tea issue*
Tea Spot  [author] 30 Jun, 2021 @ 2:31pm 
Hey everyone, just a little note that I've overhauled the mod entirely and due to the new version breaking save games, uploaded it to a new mod. This mod will stay just for those who wish to use their older saved games.
The new Springhare Race Mod can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2532963782
Tea Spot  [author] 30 Jun, 2021 @ 2:30pm 
@viirinsoftworks Aye, very much so on all counts, but satifying when it's all working, eh!
viirinsoftworks 22 Jun, 2021 @ 11:31pm 
Yeah, that's part of why I only do minor updates to my mod over a long period of time, just to avoid exactly that! Any warnings, yellow or red, and I rework everything I did previously just to make sure no errors pop up. Super time consuming and annoying.
Tea Spot  [author] 22 Jun, 2021 @ 5:33am 
@CAN'T MAN : the squeakers cometh!
Tea Spot  [author] 22 Jun, 2021 @ 5:32am 
@viirinsoftworks Good news on that part! I'm up to the point of testing a massive overhaul of this mod, and one of the many, many fixes and improvements is the fixing of this issue!
Will be uploading as a new mod, and keep this mod on the workshop when I upload (Within the week) to avoid breaking saved games: The changes are large enough to cause issues with game saves.
viirinsoftworks 18 Jun, 2021 @ 12:41pm 
I have a huge list of red errors from your mod, arguing that there's no such thing as tribal springhare elder and all sorts of other stuff.
Lex 4 Feb, 2021 @ 8:16pm 
OH HELLO WHAT'S THIS
odaswifteye 30 Jan, 2021 @ 1:12pm 
Fair enough. Hopefully you'll find the time to fulfill that design fantasy. Either way I'm happy with the springhares and enjoy having them in my game.
Tea Spot  [author] 30 Jan, 2021 @ 12:47pm 
@Burnout: Thanks for the feedback, will look into this!
@Chachbe: Thank you so much!
@odaswifteye: Diabisi is a species based condition that affects how Springhares adapt to their environment when off space habitats (such as rim worlds). Sadly my lack of coding skills led me to implementing it in a very un-ideal way in this mod, something I intend to either fix, or remove entirely for now. In theory serious things would happen in full display, but it was never put into the code due to my not knowing how to do such, and due to the timescales involved being potentially multi-generation for it to happen. I appreciate you taking the time to investigate this, however!
odaswifteye 8 Jan, 2021 @ 5:23am 
I'm not sure I understand just what kind of effect Diabisi is supposed to have. I never get past minor display which doesn't appear to make the colonist any different from others.
Near Full Display i've never seen in action and it sounds like serious things would happen to a pawn that has it but if I apply it to a character through character editor the character does not change as implied in the text.
NicklebackFan2005 30 Dec, 2020 @ 12:34pm 
Very cool mod
Burnout 12 Nov, 2020 @ 2:25pm 
Could not resolve cross-reference to Verse.PawnKindDef named SpringhareColonist (wanter=kindDefs)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Tea Spot  [author] 29 Sep, 2020 @ 3:31pm 
Hi Scimetar, now that the bugfixes are sorting out and time is returning, I am indeed hoping to have some sort of system like this. Originally the Diabisi Inanis was meant to fulfil a similar role, though learning how do code that has made me realise I need a more elegant solution, which I'll look into. Sadly, my lack of any C based coding skills may limit what its possible aside basic functions, alongside any potential Bonewood china crafting/construction/research trees that I'd like to implement.
Scimetar 20 Sep, 2020 @ 6:42pm 
I think it would be cool if springhares were to be in a climate controlled environment, like a Save our Ship ship or station or in the bowels of a mountain base. I've seen other race mods that force all pawns the generate have a specific trait, maybe a patch to force springhares to always spawn with the undergrounder trait, human as pawns with it get a mood hit of -30 when walking around outside.
Tea Spot  [author] 31 Aug, 2020 @ 3:29pm 
Glad to hear of the improvement, thank you for the feedback!
KhaviSnakepact 31 Aug, 2020 @ 10:00am 
Thanks for the fast reaction Tea Spot. And a quick and dirty test shows that they can now use items from Royalty. Thank you so much <3
Tea Spot  [author] 31 Aug, 2020 @ 4:14am 
Apologies for delay, connection is a bit spotty so had to rely on phone to send this. Mod should be updated to include humanRecipeImport,cannot test with Royalty as I do not have the addon. Do let me know if this resolves the issue!
Tarojun 30 Aug, 2020 @ 8:38pm 
Inside the <generalSettings> xml tag, add this:

<humanRecipeImport>true</humanRecipeImport>

It will then fix all missing surgeries.
KhaviSnakepact 30 Aug, 2020 @ 2:53pm 
Sorry I should have clarified that I meant implants (knee spike, venom fangs, body shaper, etc) not normal weapons and armour.
KhaviSnakepact 30 Aug, 2020 @ 12:40pm 
So it seems like springhares can't use any of the new items added by Royalty. Is it possible to have them compatible with Royalty and Expanded Prosthetics and Organ Engineering? It's kind of a bummer when my boys get an organ blown out and being unable to use some of the advanced tools I have at my disposal to help them. :health:
Tea Spot  [author] 21 Aug, 2020 @ 3:10am 
@Voldrath Glad to hear! I hope the mod serves you well now!
Voldrath 19 Aug, 2020 @ 12:57pm 
That seems to have done it. Several dozen re-rolls and only showed up on the hares. Thank you for the quick update.
Tea Spot  [author] 19 Aug, 2020 @ 5:31am 
@Voldrath Have attempted using the Syr Individuality with the updated Springhare mod. Appears to work as intended this side now. Can you confirm your side?
Tea Spot  [author] 19 Aug, 2020 @ 5:12am 
@Voldrath Thank you. I'll see about mitigation strategies. This may need a patch though if it's Syr Individuality causing the problem rather then anything I've done. Will investigate further, in any case.
Voldrath 19 Aug, 2020 @ 4:20am 
Looks like in my case the trait bleed over was being caused by Syr Individuality. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1497105115
Issue didn't occur with a bare bones list of just races and frameworks. Re-added Individuality and it started showing up again when re-rolling pawns.
Should have suspected the trait mod in hindsight.
Tea Spot  [author] 19 Aug, 2020 @ 2:47am 
@vashti I've attempted to reproduce this issue, both without and with Prepare Carefully to no success. So far the mod has worked here. Can you send me a game log, it would help work out where things are going wrong. So far I'm not sure this is an issue with my own mod though. Are all your mods 2.2 compatible?

@Voldrath As above, unable to reproduce, able to get a game log for me to look over? Also, are all mods (especially race mods) 2.2 compatible? Thanks for letting me know about the -50%, you are quite correct! This will be corrected shortly.

@EvilCor I'll look into it when I get some time, thank you!
EvilCor 18 Aug, 2020 @ 3:15pm 
Hi! I have a suggestion. Make a support for the Children and Pregnancy mod. It would be fun! :steamhappy:
Voldrath 16 Aug, 2020 @ 11:06pm 
DIabisi Inanis is showing up on other races. Also the minor display seems to have a error/typo making it -50% trade instead of, I presume, -5%
vashti 16 Aug, 2020 @ 8:41am 
I'm really struggling to use this mod. All pawns generated (initial pawns and pawns in-game), regardless of race, end up with one of the Springhare custom traits. In addition, all starting pawns are Springhares, pushing out all my other race mods. When using Prepare Carefully and randomizing a pawn's traits (even if I add a pawn of a different race) they always generate a Springhare trait. I assume it's a compatibility issue with one of my other mods, but I've no idea which one. The race looks fun, I wish I could use it!
Tea Spot  [author] 2 Jul, 2020 @ 12:04pm 
@Vulture: Will add it to the list, thanks for the feedback!
Followup to @Krazyfan1: Can you give an example of the modded plants you wanted them to eat?
Vulture 23 Jun, 2020 @ 8:09pm 
Could you please make it so this race shows up in character creation when you hit Randomize?
Tea Spot  [author] 22 Jun, 2020 @ 1:48am 
@Sixdd: Hm, I've only recently noticed the same issue myself after adding a few other mods, so am unsure if it's the Springhares themselves. None the less, I'll be doing some testing to see if the errors match up and if it happens in isolation. Thanks for the log post, that's always super useful with this!

@Tnomic: In theory prosthetics should work, and there have been graphics made for the tail bionics/archeotechs (including the first bonewood graphic) but alas, for some reason the tails didn't seem to carry through yet so it's entirely possible I've got an issue. So far I've not had any problems sticking various things into Springhares(!), but I'll do some checking. It's something I need to work on in the next couple weeks, I agree!

@SupersuMC: In theory the Space Springhares should work alongside all other race mods, and I've been test-playing them with a *lot* of other races (I do love adding variety!). So they should work fine, if not please do let me know!
SupersuMC 15 Jun, 2020 @ 4:03pm 
Would we be able to use this mod alongside other race mods and the humans? Or is it Springhare-exclusive?
#6 24 May, 2020 @ 4:22pm 
Most race mods aren't compatible with the usual prosthetics mods. Use the Xenobionic patcher mod, it makes bionics from any mod work for any race, even animals.
Tnomic 23 May, 2020 @ 8:58am 
It may just be something with my load order, but it doesn't seem like I can add prosthetics or such if a hare happens to lose a limb. The options simply aren't there in the operations list
#6 19 May, 2020 @ 6:56pm 
I'm seeing some lagging when my springhare colonist wakes up and starts looking for jobs, I'm not 100% certain it is this mod causing it but when I remove this mod the lagging stops. Here is a log in case it helps. log [gist.github.com]
Tea Spot  [author] 15 May, 2020 @ 1:48am 
@Candy Squirrel: That is correct, I am the very same!
Lesser Evil 14 May, 2020 @ 1:33am 
Ohmygosh, are you Spot Tea from FA ?
Tea Spot  [author] 13 May, 2020 @ 6:09am 
Note: Added discussion for bug reports, feature requests and mod compatibility requests.
Tea Spot  [author] 13 May, 2020 @ 4:08am 
Xail Jaderune: It's a little bit of both. The condition isn't a 100% chance all springhares have it, and it is treated as a trait, not an addiction. It's more to give a slight favor to some springhares then to actually restrict the player. I may make it a cureable affliction in the future, but if so the cure will be simply doing more complex tasks, and the affliction rather minor. It should not impede your playthrough, but add a bit of character to the odd springhare. In theory, lore wise, the condition is less a mental affliction and more a physical adaptation, it's just the early stages aren't physically as obvious. Will be expanding on it later.
Tea Spot  [author] 13 May, 2020 @ 4:08am 
Thanks |dvh|!

Krazyfan1: Thanks! That's a good point! Currently anything that's tagged as "VegetarianRoughAnimal" is edible, which covers a wide type of food (weirdly it also cover simple meals even if they contain meat, oops!). I'll check to see about adding more food tags. Are there any mods in particular you were thinking of that I can check for its tags?
Xail Jaderune 12 May, 2020 @ 3:58pm 
So does this mental condition represented in the gameplay or is it just a lore piece? otherwise there are two rabbit like races on the workshop with mental conditions.
Krazyfan1 12 May, 2020 @ 2:53pm 
Neat!

since they are herbivorous, would you be able to make it so that they can eat modded plants as well?
|dvh| 11 May, 2020 @ 6:58pm 
Awesome, thank you!