RimWorld

RimWorld

Goji's Fantasy Race: Merren
232 Comments
gunns22 5 hours ago 
@Arquebus

Any chance of a 1.6 update happening without pphhyy?
ganadalamabasa 13 hours ago 
hi
qwerty 14 hours ago 
1.6 please?
Talvi Jam 11 Jul @ 12:21pm 
This mod is must have on new 1.6 all-on-water-bases. Can't wait for an update!
不会起名字OTTO 10 Jul @ 11:43pm 
We need version 1.6, please
Small Brain Big Heart 18 Jun @ 12:24am 
This is SO cute! Please make it compatible with upcoming 1.6
Samar 10 Jun @ 2:30am 
HI! Could your merrens stay hydrated with hot spring? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2205980094
The Former 21 May @ 1:44am 
I'd love of compatibility with Some Things Float - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2940072380 - were possible. It's so frustrating seeing my Merren get down in the water every three seconds, lol! Even more frustrating is that Merren appear just because someone got tripped up in the water, which kinda cheapens that awesome event.

If you (or someone else reading this) could make a compatibility patch that makes Fish Tail or Swift Swim or some new gene immune to getting knocked over by moving water in this mod, and also make it so that the Merren appearance will only happen if the person is downed AND injured, I'd be very grateful.

But of course I recognize this is a hyper-specific ask so I expect nothing in particular.
AOITAKA 10 Apr @ 4:02am 
Hi, thank you for your great mod. May I ask you is there a setting to adjust the tail size? I am using [NL] Realistic Body and pawn's feet are passing through their tail.
BreBearz 5 Apr @ 3:10pm 
Can we make this compatible with beautiful bodies please :) Love this mod
royallyTipsy 24 Feb @ 4:31am 
Was about to come by to leave the same log as Futstub before me (no icon for water focus). In addition, it seems everyone has water focus by default now? For context, I am using Vanilla Psycasts Expanded.
Futstub 4 Feb @ 8:21am 
MeditationFocusDef Stagz_Water does not have a MeditationFocusExtension, which means it will not have an icon in the Psycasts UI.
Please ask Goji, Arquebus, SirVan, Phy, DandMan, dendroid101 and visandar to add one.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
VanillaPsycastsExpanded.UI.PsycastsUIUtility:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
vampire 31 Jan @ 12:39am 
It seems that the tails count as artificial enhancements, and count for mood buffs for both body modder and body purist
SCyanLight 30 Jan @ 11:36am 
Cool mod! But i wonder why other bodytipes exept the base one doesent work.. I would love to have thin, hulking or (especcially) fat mermen! :meephappy:
xkp92110(orick) 17 Jan @ 5:09am 
is this a bug?
everyone have default focus water instead of artistic.
so i can't get bonus from sculpture.
and water focus only get bonus from hydroponics basin and watermill generator.
Rivers,oceans and any water tiles can't get bonus.
csc001 9 Jan @ 5:14pm 
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
csc001 9 Jan @ 5:14pm 
at Verse.PawnRenderNode.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00091] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderTree.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
- POSTFIX rimworld.erdelf.alien_race.main: Void AlienRace.AlienRenderTreePatches:PawnRenderTreeEnsureInitializedPostfix(PawnRenderTree __instance)
at Verse.PawnRenderer.RenderCache (Verse.Rot4 rotation, System.Single angle, UnityEngine.Vector3 positionOffset, System.Boolean renderHead, System.Boolean portrait, System.Boolean renderHeadgear, System.Boolean renderClothes, System.Collections.Generic.IReadOnlyDictionary`2[TKey,TValue] overrideApparelColor, System.Nullable`1[T] overrideHairColor, System.Boolean stylingStation) [0x0018f] in <69945a8ed6c540cf90b578de735e0605>:0
csc001 9 Jan @ 5:14pm 
at Verse.GraphicDatabase.Get[T] (System.String path, UnityEngine.Shader shader, UnityEngine.Vector2 drawSize, UnityEngine.Color color, UnityEngine.Color colorTwo) [0x00019] in <69945a8ed6c540cf90b578de735e0605>:0
at StagzMerfolk.PawnRenderNode_Fishtail.GraphicFor (Verse.Pawn pawn) [0x00073] in <4177c2dc42644cabb7356f1e8b684419>:0
at Verse.PawnRenderNode+<GraphicsFor>d__67.MoveNext () [0x00031] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureMaterialsInitialized () [0x0003b] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00036] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.PawnRenderNode.EnsureInitialized (Verse.PawnRenderFlags defaultRenderFlagsNow) [0x00091] in <69945a8ed6c540cf90b578de735e0605>:0
csc001 9 Jan @ 5:12pm 
somethings wrong,this red log hope fix.
Exception in Verse.PawnRenderer.RenderCache: System.ArgumentNullException: Value cannot be null.
Parameter name: key
[Ref 68A78B11]
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ModContentHolder`1[T].Get (System.String path) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.ContentFinder`1[T].Get (System.String itemPath, System.Boolean reportFailure) [0x0004d] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Graphic_Multi.Init (Verse.GraphicRequest req) [0x0011f] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.GraphicDatabase.GetInner[T] (Verse.GraphicRequest req) [0x000a5] in <69945a8ed6c540cf90b578de735e0605>:0
Apollo Densin 2 Nov, 2024 @ 2:29am 
@goji it is from vanilla extended classical. Which adds roman esque factions to the game aling with other techs sich as the thermobath
Karkino 1 Nov, 2024 @ 8:46am 
@Goji thanks! Im eager to play them!
Goji  [author] 1 Nov, 2024 @ 3:55am 
@Apollo Densin which mod is thermobaths from? If it's VE I might cover it.
Unfortunately I won't be able to consider water psycast because this mod is finished and psycast is just a completely new scope that will take a lot of time and money.

@SaltyCrab
Yes, this is still happening. In fact the snail race is complete and playable. I just want to release the two race together because there is a heavy emphasis on their syncretic living,
Goji  [author] 1 Nov, 2024 @ 3:48am 
@MagnusGames I might consider it. I don't use CE, could you possibly tell me is there any incompatibility? Only Thing I could think of is the ranged dodge chance.

@Vartarhoz I purposely avoid strong stomach - imagine if a mermaid eat puffer fish they'd still get posioned. I could understand where you are coming from though! Maybe you could just dev mode it?
Goji  [author] 1 Nov, 2024 @ 3:42am 
@Rooboid Thank you Roo! It's a shame I couldn't commission you in the end, but your art style has inspired me a lot while deciding the art direction of the race :D

@twopennydoodle It's an honour for my race to be added! I already have Portraits of Rim and am excited to see them in my next play through properly
Karkino 31 Oct, 2024 @ 9:15pm 
"We are currently making a mushroom + snail race mod"
This are still on the works? or nah? just curious
Apollo Densin 30 Oct, 2024 @ 6:47am 
Two things.

One unsure if this has been suggested but thermobaths being used to increase hydration

A vanilla psycasts expanded water based psycasts could also be interesting for the Abyssal merren
Vartarhoz 22 Oct, 2024 @ 9:52am 
I think they also should have Strong Stomach gene or something. Raw fish constantly make them Food Poisoned not fun to play with.
MagnusGames 21 Oct, 2024 @ 10:21am 
I also would like to request some integrated CE compatibility.
TheLastThrumbo 14 Oct, 2024 @ 4:30pm 
Here because of portraits of the rim. Mod looks good! Thanks for your hard work!
twopennydoodle 12 Oct, 2024 @ 4:46pm 
Hello! I hope it's okay with you, but I've added Merren to Portraits of the Rim and it totally slipped my mind to ask if you were cool with that beforehand. Let me know if you'd prefer I not! This is a lovely mod <3
Atist☆rry 9 Oct, 2024 @ 3:13pm 
This somehow breaks Pawn Editor's function to change backstories.
log: https://gist.github.com/HugsLibRecordKeeper/9a2efa99431ca91d5556c8f6df07eca2
Rooboid 2 Oct, 2024 @ 10:43am 
Hooolly, these are beautiful!! I love your gender-neutral approach to the xenotype too, it's really refreshing to see and I'd love for more xenotypes take your approach.

Also, 10/10 thumbnail, would be charmed by again.
ThePhantomX64 25 Aug, 2024 @ 12:15pm 
This mod uses vanilla heads and only gives genes for the custom ears, right? Just asking due to the mod for NL's Facial Animation's mod.
Goji  [author] 21 Aug, 2024 @ 11:20am 
@Unfaventia thanks for the comment. that's interesting! Tbh I was just being lazy and want to throw something about my heirtage.. 'ren' means people (same reason pandaren is named in world of warcraft). I later showed the name to my english speaking friends and they just thought it's merfolk + siren which works out anyway.
Goji  [author] 21 Aug, 2024 @ 11:16am 
@We must talk! accept request thanks for the kind words, and taking time to explain. The comment is fascinating. Atlas reminds me of Atlantis which is pretty cool as well
Unfaventia 21 Aug, 2024 @ 7:40am 
Never personally heard Merren as a surname before! It doesn't particularly have a gendered connotation to my brain- pretty neutral and while still having that 'mer' association. Whilst merfolk is pretty gender-neutral, when it comes to the name of a scifi species/xenotype 'merren' sounds more natural/nicer to me personally!
ThePhantomX64 20 Aug, 2024 @ 4:12pm 
ayyy nice :D
Goji  [author] 20 Aug, 2024 @ 2:48pm 
@ThePhantomX64 You are in luck. A while ago I discussed the pathfinding problem with our coder and he made a compatibility patch with PF framework. I just pushed the update and if you have both mod installed the 'aquatic' gene will automatically give merren amphibious movement type from PF..
Goji  [author] 20 Aug, 2024 @ 2:46pm 
@toradrow777 sorry for the late reply, and thank you for the support. I enjoy roo's mod too and I adore the playthrough you mentioned.

As for new xenotype, I have another mod featuring a whimsical mushroom race along side their snail companion. It is based on syncretic evolution and I have been working on them from 2022...

The centaur mod is a great idea, I'll consider it but the biggest obstacle would be the visual and genes for the cervine body. Non-vanilla body part is always a pain to add..which is a hard lesson I learn from merren fish tail..
Gerrymon 20 Aug, 2024 @ 4:01am 
Because they're called merren, not womerren
ThePhantomX64 15 Aug, 2024 @ 8:02am 
Does anyone know if there is any incompatibility issues with this mod and the Biome! mods? Sepcifically what I am curious is if this works with Biomes! Islands due to having Pathfinding Framework to have sea animals spawn and move along with other aquatic related creatures.
Squidwardslefttoenail 7 Aug, 2024 @ 2:19pm 
For the first time I had a mermaid try to join but I turned her down as she was 70 with lots of health issues.. unfortunately one of my colonists was directly beside her when i did this. Love this mod :steamthumbsup:
Kirboh 15 Jun, 2024 @ 3:03pm 
I was quite amused to see a coastal merren show up after one of my colonists collapsed in the river during a raid. The event is even called "Ariel" in the mod's code.:happystar2022:

One thing I found odd: The merren I got had the Body Modder trait, and the fish tail counts as two body mods (since it affects both legs), giving her a permanent +4 mood boost. I guess you could say because she's a Xenotype, that counts as a body mod, though.
toradrow777 7 Jun, 2024 @ 2:28am 
Hey, Goji, what's your next race idea? Maybe harpies? Maybe a companion mod for Roo's mods (I love using his mods along side yours. My favorite playthrough was where I had a coastal merren, a satyr, a faun, a minotaur, and my attempt at making a harpy living together)?

Oh, maybe something with centaurs? I've seen centaurs for HAR, but the only biotech centaur mod I've seen thus far is the Bagi faction, and that's more a generic monster girl thing. Very generic, and still hasn't been translated from Korean yet.
tanyfilina 28 May, 2024 @ 12:41am 
Would be great if there could be a faction for them, with settlements in coastal water only. Could be implemented via adding a new coastal water biome and using VEF to limit their spawn to that biome.
Jet 25 May, 2024 @ 2:11pm 
nice. i like how unique this is. when a race mod adds custom gameplay i always give it a go
Goji  [author] 25 May, 2024 @ 8:56am 
@Jet

Yes. They still counts as human game logic wise, just a special xenotype. The inherency of genes follows vanilla behaviour. That is to say, If you don't have mods interfere with the process, the child is not guaranteed to get specific gene such as fish tail therefore might not look like a mer people.
Jet 25 May, 2024 @ 2:46am 
can humans and the mer reproduce
Apollo-ello-ello 16 May, 2024 @ 5:37pm 
Hello, love the mod (there was an aquatic niche missing!), but i think i found a bug. if two Merren have a child it doesn't inherit the fish tail gene unless they share tail colour. just thought i would mention it! (dev mode can fix it so its not a huge issue)
Goji  [author] 13 May, 2024 @ 9:25am 
@Latex Santa

Possibly..I didn't add a faction because I use a bunch of xenotype mods myself and many of them try to add new factions, which gave me headaches during world gen. Therefore I purposely left it out when I commissioned the mod. If I have to add faction it won't be quick so for now I recommend using Xenotype Spawn Control (I'm planning to add backstories, water pathing and other bugfix all together with next update)


@Cruel Moose

I've noted that done. I think it is caused by 1.5 update because the base game also disables berserk pulse alike on non-violent pawns now. Will try to fix it with next update