RimWorld

RimWorld

Moonjelly Race (Continued)
48 Comments
Kursed_Knight 8 Aug, 2024 @ 5:02am 
Update: Yep, it was NL face animation causing the jellies to go headless. Turns out disabling facial animations in the mod settings is just a click away, and now I have my cute jellies running around with heads. Commenting just in case someone who runs NL face animations (needed for ratkin face animations and Moelotl race facial animations) suddenly find their jellies headless.
Kursed_Knight 8 Aug, 2024 @ 4:28am 
I have a slight problem with the mod. It seems that every single moonjelly that my game spawns are completely headless. The xenotype mod mentioned being incompatible with NL face animation, which I have installed. could that be the case?
Pretty Silly CatGirl 23 Jun, 2024 @ 11:43pm 
Thank you for your quick update! It's now working! <3
Zaljerem  [author] 7 Jun, 2024 @ 6:10pm 
Thanks for the report, pushed an update to fix that. Hopefully that's the last ...
Pretty Silly CatGirl 7 Jun, 2024 @ 5:47pm 
I can't seem to pick the heartjelly head type because it shows up as the drill type for me. I'm using EPC, btw.
Kihtan 31 May, 2024 @ 10:16am 
I thought thats how it was supposed to be. Cause they are biologically basic and can regenerate their head anyway.
Zaljerem  [author] 30 May, 2024 @ 1:45pm 
Thanks for the report, I just pushed a fix, I appreciate your patience!
蒙特雷旅行者 29 May, 2024 @ 1:48pm 
hello , I’ve found a mistake . that is the head of moonjelly disappears so they walk as if they are living dead
Nuke41 14 Dec, 2023 @ 2:18am 
I appreciate the reply. I'm not fimillair with the difficulties of coding, but I'm sure it's a genuine problem that requires extreme teduise measures to resolve.
Zaljerem  [author] 13 Dec, 2023 @ 8:01am 
Regen has been spotty in my testing as well and I'm not sure what to do about it. It uses the Community Framework linked above for that functionality, I'll take another look at this soon.
Nuke41 31 Oct, 2023 @ 10:56pm 
I believe the Moon Jellies limb regeneration is not working correctly. I'm currently on a play through with the Moon Jelly Continued mod for the first time, my Moon Jelly colonist has lost a limb during a raid, and according tot he description, there limbs would grow back after 1-5 days. It's been 5+ days and the lost leg has not regenerated. Not even the scar on the bell limb.
Zaljerem  [author] 3 Sep, 2023 @ 8:21am 
Nice! I'll link to it momentarily.
Seanggag 3 Sep, 2023 @ 7:44am 
Hi, I made a remake of Moonjelly Mod! Thanks, Zaljerem!
DrJMcB 27 Aug, 2023 @ 7:16pm 
Thank the original mod author and the updater. One of my friends/viewers gets really upset if I don't name a moonjelly after him
Zaljerem  [author] 17 Aug, 2023 @ 5:56pm 
Thank you for the original mod, and being ok with me updating it! If at any time you want it removed or want to pick it back up, let me know.
Benji 17 Aug, 2023 @ 5:53pm 
Hey! Thank you so much for keeping this up to date for me! I'm actually really proud of this mod and I'm glad someone cared enough to continue it (and that people still want to play with my jelly babies).
If I ever get back into rimworld modding I would like to fix it up myself but i aint promising anything (I've forgotten how everything works!!). Once again, thank you :))
Axiluvia 8 Jul, 2023 @ 3:13pm 
Good for you! Some of us don't *want* the Biotech DLC, and trying to find races that don't need it is just going to get harder, it's nice to see some that just need another mod.
Zaljerem  [author] 22 May, 2023 @ 4:49pm 
Xenotypes and genes are blacklisted.
thegelbox 22 May, 2023 @ 4:44pm 
how does this work with biotech?
Zaljerem  [author] 12 May, 2023 @ 1:27pm 
Here's someone who seems to be interested in doing these type of conversions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2974298719
Seberus 12 May, 2023 @ 1:07pm 
Excellent statement my friend, now all we need is for someone who has an idea of ​​how to do it to do it... xD
Zaljerem  [author] 12 May, 2023 @ 12:58pm 
If someone wants to convert this to a Biotech gene-based "race", have at it. I've done my part, continued the mod as it stood. I welcome anyone to take it that next step. I probably won't be doing it.
Seberus 12 May, 2023 @ 12:49pm 
I really like this race. What I don't like is that it doesn't align with the xenotype system and the humanoid alien races mod is necessary, the truth is that this mod combines everything...
Zaljerem  [author] 12 May, 2023 @ 12:27pm 
You need to run Community Framework for the Regen.
Seberus 12 May, 2023 @ 12:21pm 
in the original mod they regenerated the lost parts
Felios 22 Mar, 2023 @ 2:25pm 
It would be so cool if this could somehow be implemented using Biotech genes instead of HAR
Toastkoro 15 Feb, 2023 @ 5:58am 
BASED
Kihtan 26 Jan, 2023 @ 10:40am 
Whatever it was i fixed it by going into creator mode and giving the jelly the regeneration stat manualy.
Kihtan 25 Jan, 2023 @ 1:57pm 
Are there limits to moon jellies regeneration? I got 4 of them in my colony and i noticed that one of them is missing the "moonjellie regeneration" status in it's health tab? I have the community framework mod.
Zaljerem  [author] 12 Jan, 2023 @ 9:27am 
My pleasure, glad to hear all is as expected. Let me know if you see further issues or have other suggestions.
Kihtan 12 Jan, 2023 @ 8:22am 
Today it finally changed to 18. Don't know why but it changed only today. Thanks for the update again.
Kihtan 10 Jan, 2023 @ 1:25pm 
It is still base 10 for me. Probably because of ongoing game with jelly colonists. Oh well, thanks anyways. Have a reward for continuing the essential mods in the first place.
Zaljerem  [author] 10 Jan, 2023 @ 11:00am 
I set it to 25 base, affected by their 0.70 body size. If their Manipulation is below 100% that will also affect it.
Kihtan 10 Jan, 2023 @ 10:39am 
Did the carrying capacity increase for anybody else? I already reinstalled the mod and they still carry 7 max. Maybe juts my jellies are lazy bastards? Anybody?
Zaljerem  [author] 10 Jan, 2023 @ 7:29am 
Thanks, I'm glad to continue a good mod. All props to the original author.

Updated: increased moonjelly carrying capacity (for real this time ... should be slightly above 10 now once body size is considered).
BiBiska11 10 Jan, 2023 @ 3:28am 
and yes, i didnt lied. take my steam award <3<3<3<3<3
BiBiska11 10 Jan, 2023 @ 3:25am 
i love you dude! you are hero!!
Zaljerem  [author] 9 Jan, 2023 @ 11:16am 
Thanks, I'll increase it further.
Kihtan 9 Jan, 2023 @ 11:00am 
Just checked in game. Moonjellies still pick up only 7 of a thing. In pawn description it says that base carying capacity is 10 but after 0.70 body size considiration the final value is 7.
Kihtan 9 Jan, 2023 @ 6:26am 
Thank you!
Zaljerem  [author] 9 Jan, 2023 @ 6:22am 
Thanks for the report, I've pushed an update to increased moonjelly carrying capacity.
Kihtan 9 Jan, 2023 @ 4:05am 
Hi, just a little thing i noticed. The jellies can pick up only 7 of a thing. This meens they can`t reload their own smope pop belts. Is it possible to increase their carrying capacity to 10 of a thing just for that?
Salvador3031 23 Dec, 2022 @ 11:34am 
There is nothing morally wrong about medical priority 1.
toradrow777 19 Dec, 2022 @ 3:03pm 
Since someone's gonna ask this, the Quartzians, and (if and when you ever get around to it) the Folia, I might as well go ahead and get it over with: Is it CE compatible?
たぁぼう 18 Dec, 2022 @ 9:55pm 
I really loved this tribe and am happy to be able to play in 1.4 as well. I didn't have the skills to handle it, so thank you for accommodating me. And thank you to the original mod makers for creating this wonderful tribe.
SnoSnow 18 Dec, 2022 @ 11:34am 
YAYYY TYTYTYYTY
HIM🐀 18 Dec, 2022 @ 8:11am 
yeeeah, oh my GOD
Seanggag 18 Dec, 2022 @ 6:55am 
Good