RimWorld

RimWorld

Inanis - Grimalkin
21 Comments
Tea Spot  [author] 27 Dec, 2024 @ 6:20am 
Hey @dumpshoptoon, following your comment I decided to make a bsky account just to paste some work friendly random bit and pieces from the settings for folks more interested in it all. ...and then promptly forgot I did that. Oops! Will get back to posting there, and updating links on the profile some time soon.
In the meantime I'll plop the link here: @spotteasfw.bsky.social
dumpshoptoon 8 Sep, 2024 @ 11:55am 
This mod looks great. In the description you mention some lore. Is there somwhere I can read more about these creatures?
Tea Spot  [author] 16 Aug, 2024 @ 3:24am 
Thank you Rubinelle! I am tinkering with an updated version of the mod that was close to publishing before work ate all my spare time that actually does this, so it is indeed in the works! <3
Rubinelle 9 Aug, 2024 @ 1:05pm 
This si a great mod. IS there any chance of getting some extra fur patterns/colors in the future?
Tea Spot  [author] 22 Jun, 2024 @ 1:10am 
@Jollytjerry11: Haha, thanks! It's probably best not to let them know you think so... they might take advantage!
Jollytjerry11 30 May, 2024 @ 4:28am 
They look so cute~
Tea Spot  [author] 25 May, 2024 @ 5:33pm 
@General Caolho
Thank you so much!
General Caolho 25 May, 2024 @ 12:11pm 
great mod hope it achives greatness
Tea Spot  [author] 21 May, 2024 @ 2:47pm 
@Hoddroc:
Your wish is my command, added! The 1.4 version of the mod is an old incomplete port from the Springhare mod that was near complete when RimWorld 1.5 released. It should work well, but there will be some holdover code from Springhares (such as the backstories, names etc).

@Comito:
Still working on this, but so far no joy. If I can find a way to have the bodies visible I'll add it. Won't look as good as humanoids in the bed, but the comical flopping of a Grimalkin on a small bed might outweigh that downside!

@Dr. Jennifer Dogna:
Turns out the XML Extensions issue was a wider problem with the XMP Extensions and Humanoid Alien Races mods (Looking at the comments). If you have HAR loaded after XML Extensions, apparently it resolves the problem.
Slaver resources have now been added, managed to get Grimalkin slavers with slaves, and other faction slavers rarely with Grimalkin slaves!
Hoddrock 19 Apr, 2024 @ 4:08am 
id like to use this race with the previous 1.4 as well as 1.5
Comito 16 Apr, 2024 @ 2:42pm 
Is there any way around them not having bodies when sleeping in normal beds?
Dr. Jennifer Dogna 15 Apr, 2024 @ 12:49am 
Unrelated to that last comment, but something else I just noticed! after having one spawn and then spawning some more in manually, grimalkin slave trader caravans don't seem to bring any purchasable slaves with them. You might be missing a slave pawn type or something regarding that with the faction if this was not intended. not too sure how that works exactly
Dr. Jennifer Dogna 15 Apr, 2024 @ 12:35am 
Hey! just reporting a bug I've found. Well, more of a mod incompatibility.
Not sure why, didn't get any errors in the logs specific to this that I could tell, but while I had this mod active, all grimalkin were generating with no heads. Or at least the head texture was not displaying.
Don't know if you can fix this on your end or if you'll have to just make note of the incompatibility, but just thought I'd let you know.

it's this mod, XML Extensions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574315206
Tea Spot  [author] 14 Apr, 2024 @ 1:13am 
@Clbo
Ah, thank you for the feedback! I'll get that changed!
Cibo 11 Apr, 2024 @ 8:55pm 
cant wear cloth's, but always have the unhappy nudity debuff, figured id post that here,
Tea Spot  [author] 10 Apr, 2024 @ 10:28am 
It certainly adds a bit more spice of life, I agree! those mods have always been a lot of fun to have in my own games, hah!

Welp, looks like I'll need to update the mod to fix it in any case, seems like HAR updated. Will see if I can fit some improvements when doing so over the rest of the week!
Sliprunner 6 Apr, 2024 @ 6:05am 
Perfectly understandable I'm still amused to have race options that aren't humanoid, you know for actual 'alien' races for the rimworld. Snakes, Neocanines, Lliscean, and Corracall Xenotype, are the only ones I know off hand that have reasonable graphics, and now this one is included.
Tea Spot  [author] 6 Apr, 2024 @ 2:33am 
@Sliprunner and @greensniperhat (Part Two!)
I must admit, I sort of assumed the same would be for the vocal chords, and so decided to skip to publish! I'll give it some tinkering and if it works out will have it published.. say.. when 1.5 goes to main! Wouldn't want t break peoples saves too much!
Thanks so much for the feedback!
Tea Spot  [author] 6 Apr, 2024 @ 2:33am 
@Sliprunner and @greensniperhat
With the manipulation aspects I must admit I did try on that regards, built a whole workaround with HediffGivers at the childhood backstory to apply the natural paws then, and then set up surgery for the flexible paws. The two issues I came across was having manipulation go to "0" with the natural paw Hediff... did nothing, and when installing new hands/limbs having the Hediff be applied alongside the surgery (in the same way as having a hediff given in surgery) ...also did nothing! So in theory the framework can be added in a jiffy, it simply won't do much aside flavour text and won't work with limb installation XD If either of you know a workaround that isn't C# (sounds unlikly from what your saying) I'm all giant Springhare ears!
Sliprunner 4 Apr, 2024 @ 6:59am 
Agree with @greensniperhat, manipulation can't be selectively effective. Only things I can think of would be if you had it has 'negative' hediff's, that is they start with 'tightened vocal cords' and 'limited manipulation' which surgery removes. This also means comparability if something replaces the affected body part (Bionics). I do not know off hand if a hediff can effect specific workspeeds but if so then the limited manipulation could be a x0% for certain tasks.
greensniperhat 3 Apr, 2024 @ 9:26pm 
The technology manipulation part would need C#, since lowering manipulation would also mean they can't do any jobs. But the talking bit could be done - make them have naturally low talking capability, and then add a surgery recipe that adds the hediff 'loosened vocal cords' that adds talking capability. Same with voice collar apparel that adds talking attribute and can only be worn by Grimalkins.