RimWorld

RimWorld

Ship Girl Race
130 Comments
Twoscythe  [author] 2 May, 2023 @ 10:24pm 
I put the 1.4 update of this mod up as a separate entry, to make sure I don't break any saves which might be, by some miracle, still working. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2970736800
Twoscythe  [author] 1 May, 2023 @ 1:03am 
Goals for this week

()Everything is (no longer?) broken
(x)Refactor for new HAR API
(x)Remove crownTypes to make way for headTypes
(?)Impliment headTypes
()Refactor for new MoHAR API
()Refactor for new MVCF API
()Finish refactoring Factions for 1.3
()Refactor Factions *again* for 1.4
(?) Confirm that making PCF work under 1.4 is beyond my arts.
Twoscythe  [author] 27 Apr, 2023 @ 1:07pm 
Yeah, but I might be able to finally get some work done next month.
Best Username To Exist 26 Apr, 2023 @ 11:24pm 
@Twoscythe Is life still being complicated?
Twoscythe  [author] 21 Feb, 2023 @ 4:21pm 
I'm not dead. Life is just really complicated right now.
Admiralthrawnbar 15 Feb, 2023 @ 7:44pm 
He has a channel on the HAR discord where he's marginally more active, last activity there was only a bit over a month ago
Lord Wahu 15 Feb, 2023 @ 6:51pm 
As it has been 4 months since the last comment, and over a year since the last update, I feel it worth asking if there is going to be an update for 1.4, or if this has gone into hiatus
Admiralthrawnbar 2 Nov, 2022 @ 10:53am 
My Brother in Christ, directly below you is the author saying it's coming, patience
Patrick der 1 2 Nov, 2022 @ 10:48am 
will there be a update for 1.4?
faefire 28 Oct, 2022 @ 6:55am 
great to here. I will be looking forward to it.
Twoscythe  [author] 27 Oct, 2022 @ 6:18pm 
Soonish? I'm planning to do some coding streams or whatever either late this month, or early next month, so I don't have to choose between streaming and coding.
faefire 22 Oct, 2022 @ 10:59pm 
1.4 when?
sleepingpiranha 23 Sep, 2022 @ 3:07pm 
Sorry, I'll let you go back to being dead XD
Twoscythe  [author] 22 Sep, 2022 @ 9:53pm 
You should see some of the Sinister Sisterhood ships look more abyssal once the subrace rework is done, it's just a lot that all needs to be done at once, and I was busy being dead for several months this year.
sleepingpiranha 22 Sep, 2022 @ 8:36pm 
Much sad noises.
Twoscythe  [author] 20 Sep, 2022 @ 12:19am 
This bloated body type rework needs to be done first/simultaniously, because abyss DD CC and BB bodyplans will require unique subraces and backrounds with unique body addons and cybernetics.
sleepingpiranha 19 Sep, 2022 @ 6:38pm 
Abyss Girls?
Twoscythe  [author] 17 Jul, 2022 @ 1:15pm 
You two see that last line in the description?

Clearly the best combat overhaul is whoever finishes first.
RutraNickers 16 Jul, 2022 @ 10:47pm 
Honestly you should play with Yayo's Combat 3 instead of CE, mate. It's just easier for everyone.
Gallaica 28 May, 2022 @ 3:46am 
I think you should make this mod compatible with CE if possible.
Twoscythe  [author] 11 May, 2022 @ 11:46pm 
Sorry that I have been really busy being dead, for the last couple of months.:captainclown: I have been getting all your bug reports, and just haven't had time to sort through them all. Thank you all for your patience and feedback.
Luke 4 May, 2022 @ 9:15am 
For some reason the ships can't shoot their guns?
Health tab shows the guns just fine, but there's no toggle option either.
hoteldoor538 21 Mar, 2022 @ 2:38am 
nals compatible?
Admiralthrawnbar 12 Jan, 2022 @ 5:54pm 
For what it's worth, I'm running the version you posted to the HAR discord a month or two back and had no issues with the HAR update
Twoscythe  [author] 12 Jan, 2022 @ 5:42pm 
More things to look into.
Admiralthrawnbar 3 Jan, 2022 @ 8:33pm 
HAR update happened earlier today, probably that
AkumuNyaaa 3 Jan, 2022 @ 8:27pm 
Hi ya erm it seen a issues that shipgirls went really bald hair.
Twoscythe  [author] 17 Dec, 2021 @ 8:52pm 
I do intend to get it working for everybody, things are just a bit crazy right now.
Twoscythe  [author] 17 Dec, 2021 @ 8:52pm 
In the current Workshop version, the anime eye graphics are toggled off by default, but VFE's setting toggle's are broken, so you get an error message and the eyes show up anyway.

You can suppress the error my turning the eye graphics on, which will have no other effect. They already show up anyway, as previously mentioned.

Either way, the error message is safe to ignore.

If you are running VFE and Rimworld 1.3+, there is a newer version of this mod on the HAR Discord. It hasn't been pushed to Steam yet, since it would break the game for people running 1.2 or PCF.
GameofGames 12 Dec, 2021 @ 11:05am 
Hey interesting sounding mod. Whenever I boot up the game I receive an error regarding VFE and the ability to disable the anime style graphics. I reckon its the toggle for the graphics you mentioned in the desc however there isn't any options in the mod-settings (probably the error). Any ideas?
Shadowdragis 14 Nov, 2021 @ 11:11am 
I personally found just Saving and reloading the save file fixes the bug where the various shipgirl weapons are stuck in one place. No clue what causes that bug though.
DesuVults 13 Nov, 2021 @ 6:17am 
when one of my shipgirls got downed from a wolf, she lost all of her turret skills (like enabling/disabling auto fire of flak/defensive/torpedos), or is this an incompatibility issue with CE?
Twoscythe  [author] 11 Oct, 2021 @ 4:53pm 
Starship weapons are tied to the various endgame spaceship techs. So now those do something, even if you aren't going for the Spaceship ending.
Twoscythe  [author] 11 Oct, 2021 @ 4:51pm 
Krazyfan1 9 Oct, 2021 @ 7:11pm 
what research is required in order to build some of the more advanced implants?
Whiskey_Project 7 Oct, 2021 @ 9:45am 
Discord link is expired.
Birds Aren't Real 4 Oct, 2021 @ 8:33am 
Wtf is this? Japan get over here, I know it's your f*cking fault.
Twoscythe  [author] 15 Sep, 2021 @ 7:28am 
That happens when one of your faction leaders throws an error during worldgen. Send me a hugslib log or a copy of the save via Discord, and I'll check to see if it's coming out of any of my factions and why.
Admiralthrawnbar 13 Sep, 2021 @ 4:11pm 
Are you sure it's this mod? I've had that issue before, don't remember what mod, but it wasn't this one
Saikar 13 Sep, 2021 @ 3:28pm 
Don't know why but when I have this mod installed the world only generates with one city of each faction.
Luke 9 Sep, 2021 @ 11:15pm 
Yeah, trimmed my mod list and they're all spawning with parts now.
Two issues I've been having though.
One, is that it's hard to tell which weapon goes where (it seems like some item descriptions have the same attach point but are called different things)
Two, is that some things (such as the heavy rail cannon don't have a surgery to uninstall. Whereas the Ultra-Tech Super-Battleship hull that I just purchased has no surgery option to be installed.
Luke 28 Aug, 2021 @ 11:52pm 
I've been trying to, but my mod list makes the game take ~10 minutes to start up >.>
Twoscythe  [author] 28 Aug, 2021 @ 12:54am 
Have you tried loading your world with some of the other mods turned off and dev spawning some ships, just to see if you can determine which one is causing it?

The more we know, the better our chances of finding a solution.

I'm in the middle of reworking the way backstories hand out implants (since I had to change the body plan anyway to add tongues), so there will never be a better time to look into it.
Luke 28 Aug, 2021 @ 12:27am 
For some reason not all shipgirls are spawning with things preinstalled?
I think it's a mod conflict but I'm not sure what is causing it.
Twoscythe  [author] 24 Aug, 2021 @ 7:12pm 
Well, the next update will be the bodyplan changes to add tongues, and I will be including some extra stuff in there to minimize any problems in that.

I'll keep the original multi-class ship race definition in the mod, so any existing pawns should be fine. It'll just replace their pawnKinds in any group makers, when the updated variants are ready, so no new copies of the old version will be spawned after that.

I already keep a lot of older stuff in here, just in case someone has an old save that needs it.
Admiralthrawnbar 24 Aug, 2021 @ 7:05pm 
I'm excited by the potential, but I'm assuming this is gonna cause issues in currently running saves, so you might want to give a heads-up a day or two before you release to update, so we can save a copy of the mod as-is in case that happens
Aranador 24 Aug, 2021 @ 7:04pm 
Ahh, different 'races' makes sense. Then your hull prosthetics would probably be replaced by light/heavy armour plating or something, rather than being their hull type Sounds interesting :)
Twoscythe  [author] 24 Aug, 2021 @ 7:01pm 
There's a lot to address tonight, So I'll do a short comment here, and a longer explanation over on Discord.

More controlled Gatcha eggs are planned. At least light/heavy/specialist/evil for each tech tier.

Body Size is very linked to race, so making Destroyers small and evasive is easier if they have their own Race Properties entry. I can make them all see each other as the same species.

I still want to leave a lot of customization room, for battle cruisers, super heavy battleships, light carrier conversions, and Large Cruisers.

I need to make more variety in the common draw backstories, and give more cool extras to the R and UR backstories in each deck.
Admiralthrawnbar 24 Aug, 2021 @ 6:27pm 
I think the solution if you want more distinction between the classes if to give us some way of influencing which class one spawns as, at least for the ones we make.
Aranador 24 Aug, 2021 @ 6:23pm 
Perhaps the way to 'solve' the ship class problem, is to make their class a specific trait - so a girl could be a battleship, which would make her slower and tougher, but be able to use heavier weaponry and gear without penalty, while a destroyer girl would be faster and better at dodging, but unable to, or more negativity impacted by, heavy items. Well, I don't know how easy or difficult it is to implement things, so I will look forward to seeing how you do things.