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If you’d like to allow giant colonists and human colonists to share the same bed right away, you can make a quick manual edit and the change will take effect immediately.
Go to your RimWorld installation directory under:
Steam\steamapps\workshop\content\294100\3395007508\1.6\Defs\giantDefs\GiantLikes\GeneralRace.xml
Then, open the file and remove everything from <validBeds> to </validBeds>.
This will immediately remove the bed restriction for giants.
Please note that this change may be overwritten if the mod receives an update, so you might need to reapply it afterward.
…However, I just tested it after completely removing that restriction, and—maybe something has changed since the older versions—but everything seems to work fine now. Both cases worked without any issues: a human using a giant bed and a giant using a regular bed.
Honestly, I’d love to push this as an update right away, but I’m a little hesitant since I’m not sure if it would behave the same way in all environments.
I completely agree with your point. It used to be an issue that giants and other races couldn’t share a bed—even in situations where a giant colonist and a human colonist became lovers.
Currently, beds for giants are restricted so that only giants can use them. From what I remember in earlier versions, removing that restriction caused rendering errors when giants used regular beds or when humans used giant beds.
Up through version 1.5, I spent a lot of time wondering if there was a way to allow other races to use giant beds, but I never managed to find a solution.
Regarding the bed issue—are you by any chance using the Big and Small mod?
I don’t use that mod myself, but I’ve heard reports that combining it with the giant race can cause problems with bed usage. I can only speculate, but it is likely that this mod adjusts the gene for body size and includes coding to prevent errors caused by excessively large pawns using standard beds, or it may enforce bed restrictions based on body size.
So most likely, this is a compatibility issue.
Sorry for the late reply.
Making giants use a custom xenotype... that’s an interesting idea, but I’m not sure how well it would work. The giant race is hardcoded to use only the GianthcXenotype, set at 100%.
If, when a player customizes xenotypes, other xenotypes like Hussar or Neanderthal also appear with those custom elements during that game session, then I would expect something similar to apply to giants as well.
However, if that doesn’t happen, then I assume the giant race wouldn’t be affected by custom xenotypes either.
Adding a new subtype of giants with different settings and a unique xenotype should be possible, and the same goes for creating a spacer-level giant faction.
I also recall seeing some older plans for a high-difficulty giant faction at some point.
That said, I won’t be able to work on this right away, as things have been pretty busy for me lately.
Oh... thank you so much for pointing that out.
You're absolutely right. there was an issue with the TemperatureMin setting. It was an error caused by a mistake on my part during implementation. I actually meant to fix it before pushing the update, but it completely slipped my mind. I’ll go ahead and correct it right away.
Thank you for your hard work.
However, currently, the only vacuum-compatible gear available for giants is power armor.
So if you're planning to bring a giant into orbit without that equipment, please make sure to manage the vacuum protection, temperature, and allowed area settings inside the ship carefully.
A proper EVA suit for giants is planned and will be added soon.
Hmm... I'm not quite sure what you mean by your question.
Are you asking if it's possible to customize a xenotype before starting the game, and then have the giant pawns that appear during gameplay use that custom xenotype instead of their default giant xenotype?
I just checked, and it seems that Show Me Your Hands is working correctly—giant pawns’ hands are displaying properly.
While the positioning of the giants’ hands and their weapons may appear misaligned, this is due to how the weapon textures in the giant mod are individually configured with different position and rotation values compared to RimWorld’s standard melee and ranged weapon textures.
You can manually adjust settings like hand horizontal, vertical, and rotation in the Show Me Your Hands mod options for each problematic weapon. With some tweaking, the result looks fairly decent.
From the description of the Show Me Your Hands mod, it seems like the mod handles hand graphics dynamically, and some aspects may be adjustable through its settings.
If Show Me Your Hands is working correctly, then Nice Hands Retexture should also apply without problems.
Regardless of how well they match stylistically, it seems likely that the retexture mod wouldn’t require its own separate hand texture to function.
I'm curious about what might be causing the issue—I'll take a look into it when I get the chance.
Haha, of course I understand your comment was meant as a joke. $$$
As for 1.6 compatibility testing, it's already been completed recently. However, since version 1.6 is still in the unstable branch and HAR hasn't been updated to support it yet, I'm planning to release the update after 1.6 is officially out.
Maybe I just need to play more and get more wealth and then the giants will show up.
And that is a good idea, when you are weak and have not a lot of wealth , the giants send their cannonfodder human slaves and only when you are very rich they come personally :D
At the time, I remember thinking, "The giants must be sending their human slaves to raid us," and it made sense to me that way—though I no longer remember where I got that idea from.
Regarding giant settlements… I’m not entirely certain, since I’ve never looked into that aspect closely.
However, I do remember reading about three years ago that NPC faction bases are dynamically generated when a player attempts to enter them—based on the current wealth, number, and possibly even the armament of the player’s colonists.
If this still holds true, then I suspect the composition of giant settlements may be subject to the same kind of difficulty scaling as raids.
As far as I know, the only way to obtain giants is by capturing them during a raid from the giant faction targeting the player’s colony.
Giants can appear during raids from the hostile giant faction, just like raids from hostile tribal factions.
This faction is configured with its own unique settings for giants, but it also inherits baseline settings from regular hostile human tribal factions.
Even the weakest unit in the giant faction—a giant slave—has raid point costs comparable to a powerful human pirate boss unit.
Because of this, unless the overall raid difficulty reaches a certain threshold, raids from the giant faction will often result in either a very small number of giants or just regular human tribals appearing as enemies.
It should not have any conflicts because I selected and sorted the mods very carefuly this time.
I was curious because when I first saw this mod it was for 1.3 and the game version was 1.4 so I did not reverted my game for it. But now that it is updated to 1.5 and I found it again I will give it a try because I really like the concept. A medieval rimworld where there are no industrial tech or items,those giants will be a great addition.
I learnt it on my own skin that if you remove any race mod mid game ,you game will not load in and your save is ruined.
Many thanks for reviving this specific mod
Since this mod only adds a new race and one animal, simply enabling it shouldn't break your save.
However, if any of the mods currently active in your save are incompatible with this one, there is a high chance that conflicts may occur.
Also, adding this mod does not automatically introduce the race's faction into the game. To fully enjoy the content, it's recommended to either use a complementary mod like Vanilla Expanded Framework or start a new game where the faction can be properly generated.
I found out the case. It is the mod "Gene tools"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047454700&searchtext=gene+tools
I trying to gues how to do something to make them both work
If possible, I recommend unsubscribing from the mod, then confirming that the folder 3395007508 has been removed from the Steam workshop local directory for RimWorld (\Steam\steamapps\workshop\content\294100).
Once confirmed, please resubscribe to the mod and launch the game again.
If the issue is due to an incomplete or outdated mod file, this process should resolve it.
Also, just in case—it’s possible that the problem might be caused by the recent update of this mod not being properly applied on your system.
Posted to issues discussion.
One small issue, though, it seems to be incompatible with Pawn Editor. The menu refused to open with the mod installed. I also had a similar issue with a playable Deathclaw race, so I'm wondering if the issue is with Pawn Editor not playing nice with non-standard sized HAR pawns.
그런데 기존에 준비되어 있던 것이 아니라 따로 완성하셔야 하는 거면 괜히 예정에 없던 수고를 끼치는 게 아닐까 조심스럽네요. 원작자님이 괜찮으시다면 저는 좋습니다.