RimWorld

RimWorld

Mousekin Race
501 Comments
BrenTenkage 2 hours ago 
kewl can't wait
sumghai  [author] 3 hours ago 
@BrenTenkage - My long-term plans include implementing compatibility with Lethe, a spacer tech mod that will also tie in with my existing Replimat and MedPod mods.
BrenTenkage 6 hours ago 
I think it would be funny to have them go into space...even though they clearly don't belong.

I don't think even muskets would work in space but still be funny. Still I'm glad to know if I want to go back to medieval times I got a good race to use
sumghai  [author] 22 Jul @ 12:30am 
@???/Vroxos, @Theodorex - Thanks! Yeah, Redwall and various childrens' picture books were among the key inspirations for this mod.

@March - The answer depends:

- I haven't yet looked into Odyssey DLC compatibility, as the core theme of Mousekins is medieval and pre-industrial tech and culture.

- Mousekins is compatible with Save Our Ship 2, in that the mice can wear SOS2 spacesuits (although they use the female body fallback textures)

- As for actual spacer-themed Mousekin content, I'll probably implement those as part of a separate add-on/sub-mod.
March 21 Jul @ 5:59pm 
Can these friends go into space?
yeah makes me think of redwall
??? 21 Jul @ 12:53pm 
I love the art of this mod - It reminds me of my childhood books.
Sam 夢 20 Jul @ 1:29pm 
must be a mod conflict on my part then, thanks. awesome mod btw, keep it up :steamthis:
sumghai  [author] 20 Jul @ 12:48pm 
@Sam 夢 - I'm not sure what else I can do to help you, as it worked for me during testing.
Sam 夢 20 Jul @ 6:58am 
just tried, the error is still here :(
sumghai  [author] 19 Jul @ 5:39pm 
@Sam 夢 - Try unsubscribing and resubscribing to this mod.

@carabiner - The Mousekin Race mod is primarily a HAR race mod, with Biotech DLC compatibility limited to an extremely barebones Mousekin xenotype. So yes, the only genes that the xenotype comes with are Fertile and the Mouse Voice genes.

I chose not to implement genes for ears/tails/etc., because Mousekins aren't supposed to cross-breed with humans or other races, and thus wouldn't pass such traits down to any offspring.

It sounds like you're trying to apply a Mousekin xenotype to a human race pawn...which really isn't how you're supposed to play with this mod.
carabiner 19 Jul @ 5:27pm 
Oh, I figured out that I also have to set the race to Mousekin!
carabiner 19 Jul @ 5:22pm 
(and I meant Mousekin Hunter's Crossbow*)
carabiner 19 Jul @ 5:16pm 
(Oh and I'm on 1.6)
carabiner 19 Jul @ 5:15pm 
Is it expected that when I click "load premade" -> Mousekin race via Character Editor, the only gene that shows up is "Mouse voice"? I would have also expected ears etc. I think something may be wrong because even if I assign the premade Mousekin race to one of my pawns, they can't pick up the Mousekin Crossbow because it says for humans only. Any ideas? The only other "big" modes I have are Character Editor and Medieval Overhaull
Sam 夢 19 Jul @ 3:29pm 
1.64523 + DLCs and a bunch of mods, maybe it's a conflict with medieval overhaul? just guessing, idk
sumghai  [author] 19 Jul @ 1:11pm 
@Sam - Are you running RW 1.5 or 1.6?
Sam 夢 19 Jul @ 11:28am 
hi, i covered my whole town square in clay cobblestone floors and it still shows the warning "unpaved town square", why is that? screenshot [imgur.com]
sumghai  [author] 18 Jul @ 10:24pm 
@far out, @Eny Ace - Thanks! I'm already planning the next major update, and look forward to sharing my progress with everyone :)
Eny Ace 18 Jul @ 8:41pm 
wao, they are super cute, im playing this with my first 1.6 game!
far out 18 Jul @ 2:34am 
this is honestly one of the more underrated projects on the rim right now. Thanks for the update, and amazing work.
sumghai  [author] 17 Jul @ 9:31pm 
Updated to 1.3.2 - See the Change Notes for details.

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to either Github [github.com] or our Discord server [discord.gg].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
sumghai  [author] 16 Jul @ 12:13am 
@Vulkandrache - I set the values with the intention of supporting long-term medieval gameplay, and once all of my custom deposits are exhausted, the mine entrance no longer produces anything - deconstructing and reconstructing it won't regenerate deposits.

The deposits are just stored as simple numbers, and there is no polling involved, only occassional checks by the mine entrance, so the system should be reasonably performant even by the late game.
Vulkandrache 16 Jul @ 12:06am 
That sound like a crazy amount of ressources.
For just the work of 10 pawns i can get 30k steel every year?
On medieval techlevel?

Cutting those number by a factor of 5 or even 10 would be closer to what im looking for.

Once a few more mods are updated i want to make another generations modlist
and im still looking for a decent way to simulate mining during antiquity and medieval.

Would you recomment using this for a game that can easily go 50 player years.
Does the map comp increase the size of the savegame and/or drain TPS just form existing?
sumghai  [author] 15 Jul @ 11:14pm 
@Vulkandrache - The resource deposits generated by the map comp scale with map size, so for a typical 250 x 250 cell map and 10 pawns assigned as miners, you're looking at:

- 275000~325000 steel (portion size 25, 10 years)
- 45000~55000 silver (portion size 10, 8 years)
- 10000~15000 gold (portion size 5, 4 years)
- 10000~15000 jade (portion size 5, 4 years)
- 10000~15000 uranium (portion size 5, 4 years)
- 550000~650000 sulfur (portion size 50, 10 years)
- 550000~650000 saltpeter (portion size 50, 10 years)

The custom map comp tracks each resource deposit independently, so you can run out of, say, steel while still being able to mine all the other resources.

I'll also add that this system works completely independently of the vanilla base game's own deep deposit system, so if you completely exhaust all resources in the Mousekin mine entrance and then for some reason decide to unlock vanilla Deep Drills, you can deep drill for resources as usual.
Vulkandrache 15 Jul @ 7:28pm 
When you "after several years" how much would be the expectation.
Lets say i have them working for basegame steel.
Will it run out closer to 10k or 100k mined.
And is it per ressource or does the mine run out as a whole?
sumghai  [author] 15 Jul @ 5:21pm 
@Vulkandrache - It functions more like a custom workbench, similar to Medieval Overhaul's mine shaft. The key differences are:

- MO's mine shaft can generate an infinite supply of resources; the Mousekin mine entrance uses a custom map comp to keep track of a new set of underground deposits (unrelated to the vanilla deep drill deposits), and can run out after several years

- MO's mine shaft requires devs and modders to explicitly define custom recipes/bills for each resource that you want to mine; the Mousekin mine entrance uses a simpler patchable list

- MO's mine entrance only allows one pawn at a time; the Mousekin mine entrance allows up to 20 pawns mining simultaneously
Vulkandrache 15 Jul @ 3:27pm 
Is the mine entrance a medieval deep drill or does it generate ores from thin air?
If the former how does one find deposits pre electricity?

I am looking for a mod thats adds this but so far no luck.
sumghai  [author] 13 Jul @ 8:25pm 
@Morbster - Thanks! I did my best to ensure that the art style was as compatible with vanilla RimWorld as possible.

I've definitely got more content planned for future updates, so be sure to pop by the Discord server regularly for the latest development news!
Morbster 13 Jul @ 2:36pm 
Love this mod, can't play without it now. There's just something about the Mousekin that fits so perfectly into Rimworld.

Glad to see the update to 1.6!
sumghai  [author] 12 Jul @ 4:54pm 
Updated to 1.3.1 - See the Change Notes for details.

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to either Github [github.com] or our Discord server [discord.gg].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
Erunest 10 Jul @ 8:51am 
Well... we'll see how space mice will look like. I just decided that i run this time with mouses instead of rats. it just so muich more appealing looking adorable
sumghai  [author] 8 Jul @ 5:05pm 
@Pixie Time - Thank you for your kind words!

Although I've only just updated the mod for RW 1.6, I have plenty more content planned for the future!
Pixie Time 8 Jul @ 4:32pm 
This is genuinely one of my favorite rimworld mods ever. It adds so much, I love the little mouse people, it pairs so nicely with mods like Medieval Overhaul. Did I mention I love the mouse people?? I do! They're adorable!!
sumghai  [author] 8 Jul @ 1:45am 
Updated to 1.3 - See the Change Notes for details.

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to either Github [github.com] or our Discord server [discord.gg].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
sumghai  [author] 5 Jul @ 2:08pm 
@OddHornedNinja - Hmm, that's probably a bit extreme. I'll have to look into this when I have time.
OddHornedNinja 5 Jul @ 12:13pm 
So I have learned that church trumps childbirth on priority XD
They rather cancel the birth gathering over missing church.
conc_rete 30 Jun @ 6:45pm 
ty for the response, great to hear
honestly annoyed at myself for not considering just editing the scenario myself to get around this lkjsdflsjkdfdsf
sumghai  [author] 30 Jun @ 4:59pm 
@conc_rete - For the upcoming v1.3 mod update, I'll be adding gold to the Mousekin scenarios' starting inventories, so that players will be able to build the church altar and lectern without having to wait to source gold elsewhere.
conc_rete 30 Jun @ 11:52am 
Is there no alternate/less expensive recipe for the lectern and altar? Even in the Settlers start, where you start with a good bit of money, gold is not easy to find and traders seem rare in my Mousekin settlements.
Witch ~ 21 Jun @ 5:54pm 
omg I love them! Might make a cute mediavel modpack with them
Ryanisunique107 19 Jun @ 1:23pm 
nvm
sumghai  [author] 19 Jun @ 1:12pm 
@Ryanisunique107 - What mod is this from? I can't help you if you don't provide adequate information.
Ryanisunique107 19 Jun @ 12:58pm 
im still some how ending up with weird half breeds
sumghai  [author] 19 Jun @ 12:47pm 
@Ryanisunique107 - Mousekins can only breed with other Mousekins, and only Mousekins can give birth to Mousekins.
Ryanisunique107 19 Jun @ 12:36pm 
8 parylized female prisoners
sumghai  [author] 19 Jun @ 12:34pm 
@Ryanisunique107 - I'm not familiar with ovum factories - is that from a third-party mod?
Ryanisunique107 19 Jun @ 12:04pm 
their are no mousekin in the ovum factory
Ryanisunique107 19 Jun @ 12:04pm 
not sure if its an issue but i keep getting half breeds even tho i source all my ovums from my ovum factory https://imgur.com/a/fVi37SE/