RimWorld

RimWorld

The GiantRace 1.5
84 Comments
Chromium 5 hours ago 
Thank you
ahsh  [author] 5 hours ago 
@Chromium
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.
ahsh  [author] 5 hours ago 
@Chromium
…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.
ahsh  [author] 5 hours ago 
@Chromium
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.
ahsh  [author] 7 hours ago 
@Soft Head
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.
ahsh  [author] 7 hours ago 
@Soft Head
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.
Chromium 23 hours ago 
Heló, is it possible to let normal humans to sleep in those big beds? It just feels wierd that those small humans can't sleep in those biggus beds :buzzed:
Soft Head 13 Jul @ 9:57am 
also it may be me but non my giants will use any beds
Soft Head 13 Jul @ 7:44am 
use that custom xenotype instead of their default giant xenotype? this i think be funny to make tech giants and such or even spacer
ahsh  [author] 13 Jul @ 4:36am 
The vacuum suit for giants has been updated.
ahsh  [author] 12 Jul @ 10:21am 
@Orkboi
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.
Orkboi 12 Jul @ 9:00am 
Maybe it's my modlist but Mammoths seems to have the same minimum temperature comfort as their maximum temperature comfort 104F. so they start getting hypothermia at normal room temperatures.
Orkboi 12 Jul @ 7:04am 
If you ever open donations I will send you a nice tip ;)
Thank you for your hard work.
Chromium 12 Jul @ 1:55am 
Excellent work
ahsh  [author] 12 Jul @ 1:51am 
The mod has been updated for version 1.6 and Odyssey compatibility.
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.
WAAAAGH!!! 11 Jul @ 10:04pm 
I’m waiting for the raids of the giant horde and for them to join me by chance. It’s such a unique and flavorful mod.
Orkboi 11 Jul @ 7:55pm 
Uooohh I need it!
ahsh  [author] 11 Jul @ 2:22am 
@Soft Head
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?
Soft Head 9 Jul @ 11:48am 
any way too allow custom xenotypes for giants?
Bimbo Advocate 3 Jul @ 3:06am 
Big and Small furniture makes giant beds unusable, don't use them together, just tested them out
Orkboi 2 Jul @ 7:42am 
My comment was not meant as a joke. $$$:beeped:
ahsh  [author] 29 Jun @ 4:37am 
@LifeIsAbxtch Thank you. Waiting for July 11th :steamthumbsup:
LifeIsAbxtch 28 Jun @ 1:13pm 
so are you updating this mod bro? I love this mod, god bless you!
ahsh  [author] 28 Jun @ 5:15am 
@Spencer
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.
ahsh  [author] 28 Jun @ 4:44am 
@Spencer Hmm... I haven’t personally used any mods that add hand graphics to colonists, so I’m not entirely sure what issue you're encountering.
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.
Bimbo Advocate 27 Jun @ 9:06am 
This is awesome. Appreciate you updating this! I have one request, any way this could be compatible with Show me Your hands and nice hands? Or would they need their own hand texture for that?
ahsh  [author] 24 Jun @ 11:06pm 
I'm maintaining and updating this mod simply because I enjoy it- I'm not aiming for any monetary gain.
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.
Orkboi 23 Jun @ 9:54am 
How much do I have to pay you to update this for 1.6? $$$
Chromium 14 Jun @ 2:13am 
Indeed , that will be the answer. If they have 4.5x health compared to a human they must have a very high raid point value too. And now I recall I m using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2314304057 this mod decreases the wealth value a bit because I play with neolithic tech only medieval rimworld and there are no guns there.
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
ahsh  [author] 13 Jun @ 6:03pm 
As far as I recall... this was already the case back in the original 1.3 version.
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.
ahsh  [author] 13 Jun @ 6:03pm 
@Chromium
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.
Chromium 12 Jun @ 11:17am 
@ahsh hey man I m back :buzzed: , I m playing a new game started a few days ago but I haven't saw any giant yet, I attacked one of their settlement to check it out but only normal humans defend it , no giants. How can I get one?
Chromium 8 Jun @ 3:57am 
After starting the save with the mod it asked me automatically if I want to add the faction and settlements to the game. No errors. I feel my first encounter with the giants gonna be like David vs Goliath because all the settlements are hostile:steamthumbsup: Thanks again for maintaining this and god bless you
Chromium 8 Jun @ 12:17am 
I have a mod with which you can add settlements mid game to the planet so perhaps that will resolve that.
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:darkangel:
ahsh  [author] 7 Jun @ 8:41pm 
@Chromium
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.
Chromium 7 Jun @ 6:18am 
Can you add this to an ongoing save without breaking it?
ozeola1 21 May @ 6:40pm 
i make it work ny chnging settings of gene tools mod
ozeola1 21 May @ 3:50pm 
@ahsh
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
ahsh  [author] 21 May @ 9:07am 
When I attempted to check the update myself, I noticed that although Steam displayed that the mod was being updated through the RimWorld workshop, the actual changes were not reflected in-game. This could potentially happen if the update was only partially applied or if remnants of the previous version are still present on your system.

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.
ahsh  [author] 21 May @ 9:07am 
Hello ozeola1, To verify the issue you mentioned, I ran a test environment with only the base RimWorld game, HAR, The Giant Race, and the character editor enabled. However, I was not able to reproduce the error you described. Would you be able to provide a detailed error log or a list of the mods you had active during the game session where the issue occurred?

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.
ozeola1 21 May @ 6:06am 
My giants can't wear their own clothes. It says: "Doesn't fit GiantM body"
ATX3200 20 May @ 6:20am 
:steamthumbsup: 거인 개추!
Me 13 May @ 7:03am 
와 대박이네 최애 모드였는데 감사합니다 이거 하나 보고 림월드 복귀했어요
Gilgamesh 9 Mar @ 9:30pm 
@ahsh
Posted to issues discussion.
ahsh  [author] 9 Mar @ 8:15am 
I have never used the Pawn Editor mod or the Deathclaw race mod before, so I am completely unfamiliar with them. If there is a mod conflict or a similar issue occurring, it is highly likely that an error log will appear. Could you provide the error log that appears when you attempt to open the Pawn Editor menu while having Developer Mode enabled in Rimworld and with The giant race mod activated?
Gilgamesh 9 Mar @ 4:51am 
This is one of, if not my all time, favourite race mod. I just love the art and theming, and I'm so glad to see it updated to 1.5.
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.
LonaS2 27 Feb @ 8:21am 
너무조쿠:steamthumbsup:
[Kor]HellCrossH 15 Feb @ 12:36am 
:steamdance:
ahsh  [author] 15 Feb @ 12:05am 
원래 수정하고 싶던 것들이나 계획하셨던 것들이 있다면, 어디까지 할 수 있을지는 저 스스로도 잘 모르겠지만 공인된 추가 컨텐츠라면 저로서도 환영하고 싶네요.
그런데 기존에 준비되어 있던 것이 아니라 따로 완성하셔야 하는 거면 괜히 예정에 없던 수고를 끼치는 게 아닐까 조심스럽네요. 원작자님이 괜찮으시다면 저는 좋습니다.:steamthumbsup:
[Kor]HellCrossH 14 Feb @ 9:06pm 
혹시 제가 해드릴 수 있는것 중에 필요하신게 있다면 알려주세요. 원하시면 제작도중에 포기했던 아트들도 완성해서 보내드리겠습니다