RimWorld

RimWorld

United weird Unimals
102 Comments
Emottaja  [author] 12 hours ago 
I have released UwU 2.0, click here
See you there! <3
Xiphos Fraznoir 30 Jul @ 9:10am 
Thank you
Emottaja  [author] 30 Jul @ 2:50am 
irl-stuff done and I finally have some time to check on the mod
got some tweaks to do before I release the 2.0
I'll post a link here when its up, so stay tuned for sexy furry girls to sent into war ;3
ps. VEF changed their codes so I had to fix mine because of that, so this version won't be getting an update unfortunately =/
mrloganv12 29 Jul @ 1:24am 
ah yes nothin have i ever wanted more but to send sexy naked women into war to get shot by some low life raiders
Xiphos Fraznoir 23 Jul @ 11:53am 
I'll be excited to use it for 1.6
qwerty 19 Jul @ 3:31am 
oh and if you read this once you make the remake (if you are making it a seprat mod) i recomend adding the link to the 2.0/1.6 mod on this one
qwerty 14 Jul @ 3:44am 
allright
Emottaja  [author] 14 Jul @ 3:40am 
The remake was almost done before the update hit. I was doing some test runs and tweaks here and there.
I haven't checked on how much I have to do for it to work on 1.6, since I was waiting for other mods to update first. (I like to do my test runs with my full mod loadout =P)
Got some irl stuff to do first, so I don't know how long it'll take. A couple of weeks? =/
qwerty 13 Jul @ 5:21pm 
just wondering when is like the general time frame (if you have one) for this mod being updated to 1.6?
Emottaja  [author] 12 Jul @ 3:45am 
I'm working on a remake/2.0 for this mod and that will be updated to 1.6.
I might keep this one as a legacy version and tag it with 1.6, unless the update broke it.
I'll check it once I release the remake. =3
DiscipleOfBolas 11 Jul @ 12:49pm 
Will this mod be updated to 1.6?
SuwinTzi 21 Apr @ 4:04pm 
Nice! Now it's an actual polearm.
Emottaja  [author] 20 Apr @ 4:34am 
Added 2m reach to the lance and power lance. Enjoy. =3
SuwinTzi 18 Apr @ 3:20pm 
Hello, would you be willing to add a bit of melee range to the lance added by this mod?

Medieval 2 and "Pikes" add polearm weapons that have anywhere from 2-3m of extra range as a melee weapon.
Hayden the first watcher 22 Mar @ 1:05pm 
Good good
Emottaja  [author] 22 Mar @ 12:31pm 
Diaemus and Gelatoid are female only,
the others have also males
Hayden the first watcher 22 Mar @ 2:21am 
are they female only or male as well?
Emottaja  [author] 6 Mar @ 8:22am 
I haven't had the time to mod lately (studies and life..), but unless something changed with Biotech or Royalty, it should still work. I haven't tested this with Anomaly.
I might leave this mod as is, and maybe reboot when/if I return to Rimworld.
Lain Iwakura 5 Mar @ 4:49am 
Is mod still updated ?
Emottaja  [author] 29 Aug, 2024 @ 12:45am 
hmm, do you have any mods that make darkness darker?
I can see well enough in my game =P
I could try and add some low-light lamps with say 25% brightness to this mod at some point
Zell 28 Aug, 2024 @ 4:44pm 
I adore these species/genes, and want to thank you for making them and making them available. The bats are especially fun, but I'm having a hard time integrating them into a colony. Do you know of any mods that add a light source, but one that doesn't get to 50% bright, so they keep their darkness bonus? As neat an idea as a darkness base is, it's kinda hard to actually see anything from the player's PoV.
INk 4 May, 2024 @ 1:41pm 
ok, sad
Emottaja  [author] 3 May, 2024 @ 11:41pm 
My own edit. =P
I can't share it though, since I don't have permission from Nals. =/
INk 3 May, 2024 @ 1:56pm 
or is this your own version made by you?
INk 3 May, 2024 @ 1:54pm 
@Emottaja where did you find this mod? I need it
Emottaja  [author] 2 May, 2024 @ 11:14pm 
@INikolas Yup.
I'm using modified compatible body on my mod list, but I made sure that my fur skins fit the original as well. (my edit just adds more detailed booba. =P)
INk 2 May, 2024 @ 12:28pm 
which textures of body you use in preview? it looks like modified compatible body 2 version
CTH2004 1 May, 2024 @ 2:29pm 
Ah, fair enough.

And I knew why you put that wording, I was just saying that I liked how you phrased it (:
Emottaja  [author] 1 May, 2024 @ 2:22pm 
@CTH2004 =3
I had some spare time so I rushed the 1.5 update and then rushed a fix for that update. >_<'
But it should be compatible with 1.5.. or at least it's not throwing errors.
I intend to check for bugs and compatibility more thoroughly later, when the rest of my mod list has been updated, and I got the time.

And about the Psychic Mycelium: I basically just copied and re-flavored the Psychic Harmonizer from Royalty and used Vanilla Extended Framework to add the hediff with the gene. =P
CTH2004 1 May, 2024 @ 10:21am 
Completely forgot about this mod, love some of the new features!

Firstly, love your change note of “ errors included.” Sounds almost like my answer to wether my mod is compatible with CE (feel free to use it if you want):
Q: Is this Combat Extended compatible?
A: Uh... sure. There might be "unintented features" (especially as more code is added) that we can't guarentee to fix, but you do you and all

Secondly, would it be fine with you if I make your mod a “soft compatibility”?

Also, I might be back with questions about the behind-the-scenes of Phsycic Mycelium, but I have a few updates planned before that (:

Thanks!
Emottaja  [author] 22 Apr, 2024 @ 2:13am 
Got time for a quick update.
Errors messages fixed and offsets adjusted.
Emottaja  [author] 20 Apr, 2024 @ 3:52am 
Got some time to make a quick and dirty update for 1.5
It still throws errors about body scale, but I'll try and fix it later.
Also the offset on some parts are still out of whack, but I'll get to them when I get to them. =P
Thank you for your patience. =3
Emottaja  [author] 16 Apr, 2024 @ 1:54am 
Just checked the new code and 1.5 changed how gene parts are coded, so an update will take a bit longer. =(
Emottaja  [author] 15 Apr, 2024 @ 11:04am 
About the new 1.5 update: I'm currently busy with my studies, so an update for my mod will come a bit later. Maybe next month at the earliest.
If someone can confirm whether it still works on 1.5 or not, would be appreciated. =)
The Doctor MD 14 Apr, 2024 @ 9:30pm 
super hyped for the update :D
Kc 7 Mar, 2024 @ 12:01pm 
oki yeah it was factional wars that conflicted TWT ty for the help lol i wont be getting factional back :)
Kc 7 Mar, 2024 @ 9:15am 
That's weird...I have other custom factions and it works fine hm lol tysm I'll just remove factional war
Emottaja  [author] 7 Mar, 2024 @ 12:39am 
@Kc I don't have Factional War on my mod list, but after reading the comments on their mod page, people seem to have a problem with custom factions not appearing on Factional War events. =/
Kc 6 Mar, 2024 @ 1:24pm 
does factional war mess with it? thats the only factional mod i have
Emottaja  [author] 6 Mar, 2024 @ 1:10pm 
@Kc Do you have a mod that affects factions? Do vanilla factions still work?
I can see the factions on my game, and when raiding, the UwU factions spawn buildings and pawns correctly on my end. =/
When I made the factions I used vanilla factions as a guide, so they should work like vanilla.
Kc 6 Mar, 2024 @ 10:47am 
so i tried this mod and i went to the faction and there was nothing there?
Emottaja  [author] 27 Feb, 2024 @ 12:17pm 
@AOITAKA If your asking about the Facial Animations mod, ask Nals, its creator.
If your asking about my face parts, I'd have to remake them. =/
Steam doesn't keep older versions of mods unless forked by someone else.
AOITAKA 27 Feb, 2024 @ 3:37am 
@Emottaja May I ask you how can I get old versions of Facial Animation?
AOITAKA 27 Feb, 2024 @ 3:26am 
@Emottaja Understand. Thanks for the answer.
Emottaja  [author] 27 Feb, 2024 @ 2:10am 
@AOITAKA I removed the Facial Animation face-parts a few versions back, since they could not be restricted to the genes, and were randomly generated to everyone. (ex. Pigskins with Fibricorn eyes and Hathr lids, ect.)
Facial Animations has gene-based restrictions only to eye colors, but not the textures.
I've left a thread on Facial Animations about this, but Nal's has not done anything about it.
AOITAKA 26 Feb, 2024 @ 10:24am 
I am using Facial Animations Experimental but they eyes look like vanilla.
Kc 31 Oct, 2023 @ 9:30pm 
girl dont have matt disrespect u like that, u made the mod not them so if u feel something is necessary then u change what u want
Emottaja  [author] 21 Aug, 2023 @ 9:00am 
@mattattackj1029
The mod in general or?

If talking about the recent change, I discovered while playing that hauling food and corpses is for some reason tied to the food need, and that disabling the food need from a pawn makes them unable to haul food related items. This was not originally intended, so I fiddled around to find a workaround.
The idea for the Hemogenic Sustenance -gene was to substitute food and sleep needs with a hemogen drain, so that you just drink blood to fulfill that, since vampire bats live on blood alone.
mattattackj1029 20 Aug, 2023 @ 12:57pm 
What made you think this was necessary?
Emottaja  [author] 20 Aug, 2023 @ 8:14am 
Tweaked the Hemogenic Sustenance -gene.
Removing food need caused the pawn to be unable to haul food/corpses and to drink blood bags...=/
I replaced it with a hidden hediff that stops the food need from draining when the carrier has hemogen, but increases hunger rate up to 300% over time when pawn doesn't have any hemogen left.

NOTE!
If you had a pawn with the Hemogenic Sustenance-gene before this minor update, you either need to add the hemogenic sustenance hediff at severity 1 with devtools or character editor; or you need to reset that pawn's xenotype.

I'm sorry for the inconvenience. =(