RimWorld

RimWorld

Simple Nekomimi Xenotype
75 Comments
amefurashi  [author] 23 Jul @ 7:27am 
Have a good orbital life!
Filipino Goku 23 Jul @ 6:52am 
I will wait patiently for my space pirate catgirls :praisesun:

I understand. I spent nearly a week waiting on mods to update, fixing my mod list, and all that.

Anyways, thank you again!
amefurashi  [author] 23 Jul @ 6:46am 
@Filipino Goku
Thank you!:momocat:
Of course I plan to do that, but surprisingly I'm still working on sorting out my mod list and haven't played a single second of 1.6 even though I bought Odyssey a few minutes after it was released.
If you're patient, this request will be realized in the not-too-distant future.:espresso:
Filipino Goku 23 Jul @ 6:31am 
Hi, love the mod, it's definitely a must-have in my load order. However, I noticed that nekochangs will not spawn in the new factions added by Odyssey. I know that this is probably because the mod is very new, but I'd love to see them among orbital traders and pirates!
amefurashi  [author] 19 Jul @ 4:06pm 
@Cato
The item I wrote is a statement to "append rather than overwrite" the probability of neko creation to the xenotypeChances item on line 172 of SteamLibrary\steamapps\common\RimWorld\Data\Biotech\Defs\FactionDefs, and while the same item already has a statement setting the probability of Yttakin creation to 999, the probability of neko creation that I am adding is 115.
In other words, this means that it is set so that they are created at a ratio of 999:115, so the situation you report should not occur.
"Unless you have rewritten SteamLibrary\steamapps\common\RimWorld\Data\Biotech\Defs\FactionDefs"

Are the base game and DLC maintaining their integrity as downloaded?
Did you turn off all other mods and test with just the base game, prerequisite DLC, and this mod, and did the issue you reported occur?

I can't solve a problem that I can't reproduce:terraria:
Cato 19 Jul @ 3:16pm 
As in, yes the whole purpose of that file is to patch a % chance of neko to each faction. It is just for a few factions it is setting that chance to 100% :PawL:
Cato 19 Jul @ 3:10pm 
The values I reported are in the patch file that comes with your mod:
2887449541\Patches\factionpatches.xml

They are overriding vanilla factions, as another user reported back in February.

An example of this would be on line 28 of that file. The value is 100. It should be 0.04.
amefurashi  [author] 19 Jul @ 3:42am 
@Cato
I've tried this with a list of hundreds of mods and can't confirm the issues you report.
Of course, it works 100% as expected with just the Core + Full DLC

What did you do?
Cato 15 Jul @ 10:00pm 
This is due to incorrect values in the factionpatches.xml file. Most factions are correctly set at 0.04 (4%), but Yttakin, Neanderthal and Outlander Pigs are set to 100 (100%). Also, Ancients and Empire are set to 0.2 (20%) which I feel is also too high.

Players can either edit this file or use Xenotype Spawn Control mod to change the values in their game.
Cato 15 Jul @ 9:18pm 
I am also seeing 100% Neko spawn for Yttakin faction.
amefurashi  [author] 20 Jun @ 8:21am 
Added a tag for 1.6 compatibility. Multithread cat!:tabbycat:
If experience any problems, please report them, although can't guarantee that I can solve the problem:espresso:
amefurashi  [author] 3 Mar @ 9:34am 
Fixed some errors based on advice from @Unlucky Colonist, and ported some things from 1.5 that I had forgotten to implement in 1.4:brownchicken:
amefurashi  [author] 27 Feb @ 12:46pm 
@Alex
I've never had this happen in any of my playthroughs, with hundreds of mods. It's probably a conflict with some mod I don't know about
Alex 24 Feb @ 5:35pm 
this xenotype is set to completely override some factions. For instance it is set to 100% on pig faction and yttakin.
amefurashi  [author] 7 Feb @ 1:29am 
@Unlucky Colonist
わざわざご丁寧にありがとうございます...
時間でき次第テストしてみます:spiffo:
Unlucky Colonist 6 Feb @ 3:38am 
後半が欠けてしまったので・・・

◆GeneDefs_Misc.xml
(36行目)
・修正前
<li>Neko_Jump</li>

・修正後
<li>NekoJump</li>

(39行目)
・修正前2
<AbilityDef>Neko_jump</AbilityDef>

・修正後1
<AbilityDef>NekoJump</AbilityDef>
Unlucky Colonist 6 Feb @ 3:36am 
テキストベースで貼りなおしますね。

1.5環境用のファイルですが、以下のように修正を行えば起動時の赤エラーは出なくなります。

◆AbilitieDefs.xml
(5~6行目)
・修正前
<AbilityDef Name="Nekojump">
 <defName>Neko_Jump</defName>

・修正後
<AbilityDef Name="Neko_jump">
 <defName>NekoJump</defName>

◆GeneDefs_Misc.xml
(36行目)
・修正前
<li>Neko_Jump</li>

・修正後
amefurashi  [author] 6 Feb @ 12:01am 
@Unlucky Colonist
ありがとうございます
ただ、気づく前に画像が削除されてしまったようで...確認できませんでした。申し訳ないです
Unlucky Colonist 2 Feb @ 3:45am 
起動時の赤エラーの解消方法が分かりましたのでお伝えします。

1.5環境向けですが AbilitieDefs.xml と GeneDefs_Misc.xml を画像の様に修正すればエラーが解消するはずです。

左側が修正前、右側が修正後です。
・AbilitieDefs.xml
{LINK REMOVED}

・GeneDefs_Misc.xml
{LINK REMOVED}
amefurashi  [author] 28 Jan @ 8:14am 
@DameInu23
楽しんでくれてありがとうございます
ぼくもそのようにしてMODを作ったので、MODコミュニティ繁栄の一助になれたのならうれしいです
amefurashi  [author] 28 Jan @ 8:12am 
@Unlucky Colonist
返信が大幅に遅れてしまい申し訳ありません
当時のぼくもこのエラーの除去をしようとしましたが、結局いまに至るまでその方法は見つかりませんでした
ただ、ぼく自身もこのMODを構成のレギュラーMODとして入れ続けていますがいまのところ実プレイで問題が起きたことはありません
ただログにちょっと目障りな赤エラーがでるだけなので、無視してもらえたらと思います
DameInu23 23 Nov, 2024 @ 10:07pm 
I have enjoyed this mod.
Also, this mod has helped me to create a mod that I would like to create.
Thank you so much.
このMODを楽しませていただいています。
また、このMODを参考に自分が作ってみたいMODを作成することができました。
本当にありがとうございます。
Mitten 11 Nov, 2024 @ 7:54am 
cute mod
Unlucky Colonist 19 Sep, 2024 @ 4:31am 
起動時に赤エラーが出ました。
見ていただけますでしょうか?

・エラーメッセージ(抜粋)
Could not resolve cross-reference: No RimWorld.AbilityDef named Neko_jump found to give to Verse.DefHyperlink Verse.DefHyperlink
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

・MODリスト
Harmony
Core
Royalty
Ideology
Biotech
HugsLib
Simple Nekomimi Xenotype

・ログ
https://gist.github.com/HugsLibRecordKeeper/13f1895cf62c2b7e8b759f7954c1caa5
Felicity 12 May, 2024 @ 6:47pm 
meow
Karkino 12 May, 2024 @ 6:26pm 
thanks ame! this mod is too cool:coolthulhu::HorsehairCrab:
amefurashi  [author] 8 May, 2024 @ 4:14pm 
A patch has been added to fix the compatibility concerns that were pointed out in the comment:espresso:

It works fine and there are no red errors caused by this patch, however this has not been proven to resolve compatibility concerns so it is unknown if it actually has any effect (as I am not aware of any other mods that make the same change in the same place).


As a bonus, the red error at startup has been reduced.
It seems that I had added NEKOMIMI twice to the pirate faction:bummer:
amefurashi  [author] 7 May, 2024 @ 2:26pm 
Now compatible with "AFU Cosmetic Gene Expanded".
If installed at the same time, NEKOMIMI will be born with various variations of ears and tails:tabbycat:
amefurashi  [author] 23 Apr, 2024 @ 10:57am 
@エイテン
ご報告ありがとうございます
ご指摘の点について精査と改善をほどこし、完了しましたら改めてアップデートとして提出させていただきます:momocat:
Eiten 23 Apr, 2024 @ 4:27am 
更新お疲れ様です!
いくつか競合の原因となりそうな点が見つかった(実際に自分の環境ではなった)ので報告させていただきます
ゼノタイプ指定のない派閥へのPatchに際し<xenotypeSet>と<xenotypeChances>を追加する前に、すでに存在しているかのチェックを挟むことをお勧めします。
最初のPatchがこのModなら問題ないのですが、別なModで変更が加わったあとだとエラーを出してしまいます。
あとPatchファイル内に全角スペースが混入していました!
TorMechia 21 Apr, 2024 @ 10:02pm 
We're so back Nekomimi bros x2
amefurashi  [author] 21 Apr, 2024 @ 7:24pm 
::::::UPDATE::::::
NEKOMIMI has finally been successfully added to the factions added by the Red Horse series!
The factions that NEKOMIMI is mixed in are as follows
・141
・Rangers
・V.O.I.D.
・MSF
・War Mongrels
・GruppaKrovi
・Bounty Hunters
・Utilitarian(maybe)

Tacticool Cat!
amefurashi  [author] 21 Apr, 2024 @ 10:22am 
That the update is complete, I'm back to the too long long long process of removing conflicts in the 1.5 MOD environment...
TorMechia 21 Apr, 2024 @ 6:31am 
We're so back Nekomimi bros
amefurashi  [author] 21 Apr, 2024 @ 5:37am 
At the same time as supporting 1.5, we also made some improvements!:espresso:

There are now more places and opportunities to see NEKOMIMI than ever before, such as appearing with yttakin's fluffy friends or hiding among pigs!

And they finally got "flexible legs"!
So now they can fly anywhere they want!
They will use their jumping ability to leap over your frontlines, adding a layer of uncertainty to threat...
Of course, even if they become friends, the above power will not diminish. So invite them and let's jump up and down!:momocat:
amefurashi  [author] 21 Apr, 2024 @ 5:15am 
:tabbycat:1.5 compatible update!:tabbycat:

Sorry I made you wait. I was testing to see if I could fix the red error, but since it works without any problems, I decided to submit it for now.
This update includes some minor buffs. If you don't like the new balance, please share your opinion in the comments.

If I feel that there are many dissatisfaction, I considering releasing it in another form as a "not simple" version.:espresso:
TorMechia 18 Apr, 2024 @ 8:59pm 
1.5 thumbnail is up, I sense it's close :)
amefurashi  [author] 12 Apr, 2024 @ 9:50pm 
@Toast64
Today or tomorrow!
Although it has not been fully verified, I think it will probably work with the version for 1.4.:espresso:
Toast64 11 Apr, 2024 @ 5:38pm 
1.5 update when?
amefurashi  [author] 20 Dec, 2023 @ 10:58pm 
NEKOMIMI is confirmed to spawn in the following factions
・Empire
・Outlander
・Tribe ( Core Tribe only )
・Pirates ( also lives in YttakinPirate and WasterPirate )
・Ancients
・some MODfactions
Besides these, they may also be mixed in with the crowd of beggars, but I haven't been able to confirm this yet (because I don't know how to arbitrarily trigger the beggar event):momocat:
amefurashi  [author] 20 Dec, 2023 @ 5:58am 
UPDATE : Now the empire is inhabited by the noble NEKOMIMI!
Mitten 15 Oct, 2023 @ 9:46pm 
nicee ;33
Draws 18 Aug, 2023 @ 6:51am 
I'm sure someone else has said this, but this mod makes other factions very unhappy because all their Ideologies have the Neko xenotype as their preferred type even when they are mostly Baseliners or something lol.
PiccoloDom 17 Apr, 2023 @ 4:09am 
cute
amefurashi  [author] 17 Apr, 2023 @ 3:23am 
@Nick Wolf
Response was delayed because I was away from Rimworld
It's a little bit buffed
Thank you for your pointing out.:momocat:
amefurashi  [author] 17 Apr, 2023 @ 3:18am 
minor change : NEKOMIMI has become a little more resistant to the cold.
neko587 20 Mar, 2023 @ 2:48pm 
By the way, there is a major oversight which I am surprised nobody reported.

The base comfortable temperature range of colonists is 16-26 degrees celsius. The "Cat Perfection" trait raises the minimum by 10 which makes the range 26-26, this causes pawns to always be uncomfortable while sleeping, if the temperature is <= 26, the colonist will be cold, if temperature is > 26, the colonist will be too hot.

I recommend either lowering this debuff or removing it.

In my case I edited the number to -10, because it seems logical that cat people would be more tolerant towards cold weather than humans.
neko587 20 Mar, 2023 @ 11:42am 
@Dewa | PTFO

If you add it midgame it won't do anything as faction xenotypes are set from the beginning, you'll have to use some other mods to reset factions midgame, or add new ones that have the cat people.
amefurashi  [author] 21 Nov, 2022 @ 8:24am 
NEKOMIMI now spawns in the factions listed below
・Outlander
・Tribe
・Pirates
・Ancients
Dewa 21 Nov, 2022 @ 6:12am 
Also does this work for a mid-game save? I haven't seen any cats so far after 2 hours or so of installing the mod