RimWorld

RimWorld

Lemolim Race (Deprecated)
35 Comments
SoulessOne  [author] 15 Oct, 2023 @ 2:55pm 
Alright 1.4 is finally ready it can be found here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3051820897
SoulessOne  [author] 12 Oct, 2023 @ 7:27am 
Well I got some good news everyone, we're currently in the process of porting these alien fruit kitties to 1.4. We're mostly focusing on actually trying to port them before actually adding anymore features atm since there's been alot of changes to HAR.
Backrevol 6 Feb, 2023 @ 12:47am 
I hope this mod not abandoned,realy miss them in 1.4.
Max jamón 5 Jan, 2023 @ 9:06am 
The mod is great congrats, although it is marked as 1.2 compatible when in fact it is not, doesn't even have a folder corresponding to the 1.2 version, I figured it was incorrectly tagged, mentioning just so everyone is aware
Feral Silver 5 Nov, 2022 @ 10:08pm 
love this mod, very excited to read what you have planned for 1.4. Thanks for making this mod!
Maritisa 23 Jan, 2022 @ 1:29pm 
Fair enough, I think I recall those in fact!

I use "Time-Based Dangers" if it helps. Was on default settings at the time. It could be that mod acting quirky though and may not have been your mod's fault at all, not sure honestly.

It's neat to see you're still actually working on these guys here and there. Thanks for being cool mod devs :D
SoulessOne  [author] 22 Jan, 2022 @ 12:45pm 
@Maritisa Just because they can heal brain damage doesn't mean they can't suffer permanent effects to their programming from it due to age, disabilities, or trauma, there's even a few backstories that mentions Lems with handicaps that prevent certain works. The brain is still a rather sensitive organ for them.

As for the Lemolim raiders, it's intentional that they have hard endgame units. As for them not respecting time scaling, I might look further into that, thanks for bringing that up.
Maritisa 21 Jan, 2022 @ 3:24pm 
While I'm here, what I will say is I'd love to have a FacialAnimation compatibility patch for them, make 'em look more like your cute thumbnail up there ingame. It seems like few people know about their existence since absolutely nothing else shows up when you search "Lemolim" so unless somebody feels generous I may need to just pitch the idea to you here?

...and one other strange oddity is that I think that Lemolim Raiders don't respect time-dependent difficulty scaling the same as other factions...? Could have just been coincidence, but in a wealthy earlygame colony where most raiders were still getting a feel for my strength, the cats came at me without holding anything back. Seriously messed up that colony. On one hand that's lowkey fitting that they'd pull no punches against aliens but on the other I don't think that's intended lol.
Maritisa 21 Jan, 2022 @ 3:23pm 
I love these li'l fruitcats. They don't have the same level of "this is a race mod but also basically a content mod" that Ratkin or especially Kurin have, but what I love about them is the abundance of fleshed-out backstories. They really feel like they have a culture they came from and I can't really say that the same way for the (tragically) poorly translated KR race mods.

That said, soulfire is such a unique mechanic that it kinda compensates for them having no unique technology of their own. Having colonists you know will come back from their worst in decent condition is awesome. And I love how you acknowledge that, yeah, it really can be used for awful purposes, in their backstory. Cause I mean, these little guys can even heal off brain scars. Though it won't do anything for Trauma Savant... Is that intentional? How's that work in their lore?
Uncle Nanny 31 Dec, 2021 @ 5:00pm 
The dev on the other mod addressed the issue.
Uncle Nanny 31 Dec, 2021 @ 4:03pm 
I'm getting an error when I load this mod up with the mod "[FSF] Meditation Freedom". Not sure if this is something that would be addressed here or by the other mod author, so I'm sharing on both pages. Sorry if this is something that needs to be addressed by the other dev. The error is as follows: [Lemolim Race] Patch operation Verse.PatchOperationAdd(Defs/MeditationFocusDef[defName="Natural"]/requiredBackstoriesAny) failed
file: K:\SteamLibrary\steamapps\workshop\content\294100\2440306486\Common\Patches\Natural_Meditation.xml
V.O.I.D. 18 Oct, 2021 @ 6:52am 
I demand the Name of the Artist of your Thumbnail. The Style looks familiar, and frankly. Its Adorable. Thusly, I demand Their name. Also, Adorable, Excellent mod! Keep up the Good Work!
SoulessOne  [author] 18 Sep, 2021 @ 11:42pm 
@Napawleon It's good to know that you like Soulfire, though Soulfire is mostly a gift from their gods rather than just genetics, in lore at least. It's complicated. Still, I was playing around with the idea of adding Lemoman (human/lemolim hybrids), but that would require making a whole new race, as well as new backstories for them and what not (if its possible). MAYBE in the distant future I'll add that.
Rosie 17 Sep, 2021 @ 5:50am 
It'd be cool if you made a standalone mod that lets u add soulfire to a human, like a extremely rare race that looks the same but has that ability
SoulessOne  [author] 12 Sep, 2021 @ 7:02pm 
Update: Alot of various and random changes, check the changelog.

Notable things include Lems now making cat noises when hurt/killed. Now having three toes and four fingers (might break saves), also very slightly increased ear coverage. Lems can now get sickly trait. And crossbones icon for Vengeful Pirates.
SoulessOne  [author] 25 Aug, 2021 @ 11:00pm 
Update: Various thought changes, slightly raising the minimum comfortable temperature for Lemolims, and slightly toning down Xenophobe chance.
TurtleShroom 24 Aug, 2021 @ 3:10pm 
TBH, I'd just recolor the eyes from black to lime green. :party_functionary:
SoulessOne  [author] 24 Aug, 2021 @ 3:08pm 
@TurtleShroom My friend and I already have ideas on that, but we're debating on the quality of it. Whether to change the eyes on the face into a neon green or just make them glow neon green in the dark, or both.
TurtleShroom 24 Aug, 2021 @ 12:46pm 
Did you ever figure out how to color their eyes green?
SoulessOne  [author] 24 Aug, 2021 @ 11:18am 
Update: Added tongues to Lems. Also experimenting with thought replacers to change certain thoughts.
SoulessOne  [author] 15 Aug, 2021 @ 2:04pm 
Update: Overhauled the tails of Lemolims. They can now perform tail surgery. I'll update the Lesser Soulfire version with this shortly.
SoulessOne  [author] 14 Aug, 2021 @ 7:26pm 
@TurtleShroom I'll keep that in mind.
TurtleShroom 14 Aug, 2021 @ 7:02pm 
I would split the any future weaponry from the base Mod. Some of us have hundreds of Mods and don't need MORE weapons spam.
SoulessOne  [author] 13 Aug, 2021 @ 2:44pm 
Update: I have made a version where Soulfire has been nerfed to prevent regrowing of body parts and permanent injuries. You can find it here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574141172
SoulessOne  [author] 13 Aug, 2021 @ 8:55am 
Update: Seeing that this might be important, Lemolim factions will now show up on the faction menu.
|dvh| 10 Aug, 2021 @ 4:06am 
Yay!
SoulessOne  [author] 9 Aug, 2021 @ 9:30pm 
Lemolim mod has finally been updated to 1.3

There will be some issues, especially with Ideology because of their regrowth ability, but we disabled certain memes and precepts on enemy Lemolim factions in this version.
Victor 3 Aug, 2021 @ 4:47am 
Take you time, buddy, we know you can do it.
SoulessOne  [author] 2 Aug, 2021 @ 9:07pm 
Progress on the 1.3 update is going by rather slowly. We're still trying to understand alot of the things that have been changed in 1.3 and Ideology (and HAR's changes too), as well as trying to build motivation to working it up to that version. Was also thinking of having a lite version that nerfs Soulfire to have it play more friendly with blindsight and scarification based memes and precepts for the DLC.
Victor 25 May, 2021 @ 5:06pm 
Your mod is throwing errors when installed without the Royalty DLC, as it tries to find the non-existent Empire faction, not game breaking though.
SoulessOne  [author] 30 Mar, 2021 @ 3:48pm 
@Krazyfan1 Soulfire is a rather complicated lore thing. The souls of Lemolims burn like the hottest flame, though much more so in their home star system. The Lemolims we encounter on the Rim are actually at their weakest.

I DID had some scrapped ideas in mind by making Soulfire harvestable (killing the lem) to be used as fuel for a strong semi-organic generator that's built out of Lemolim meat/leather, steel, and components. A rather macabre way to gain power. Though I didn't really want to add too much to what is just a race mod. Maybe I might do so in add-ons or future updates.
Krazyfan1 30 Mar, 2021 @ 2:54pm 
Hmm...
what about a way to gather Soulfire and make it transferable?

turn it into a sort of furnace type thing, and as long as its fueled, the Lemling can revive there once there is enough, but if its destroyed the Lemling becomes fully mortal until a new one is built and fueled?
SoulessOne  [author] 30 Mar, 2021 @ 7:19am 
@pgames-food This is something I haven't truly tested, but I assume if there's a way to keep a Lemling alive while any of it's vital organs are removed/destroyed, it could be possible.

It's diffidently quite pushing the boundaries lore-wise when it comes to Soulfire regen, but since brain removing is part of different and arguably gamebreaking mods, I won't look too much into it.
|dvh| 30 Mar, 2021 @ 4:31am 
Looks good, thank you!
pgames-food 30 Mar, 2021 @ 2:01am 
hi the soulfire is an interesting mechanic :)

i wonder if a brain can be harvested, using the Life Support mod, and then waiting for it to regrow, to use more brains in the Brain in a Jar research mod :)