RimWorld
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Mousekin Race
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Mod, 1.5, 1.6
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13.927 MB
21 MAY 2021 a las 11:37 p. m.
23 JUL a las 12:33 a. m.
23 notas sobre cambios ( ver )

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Mousekin Race

Descripción
The Mousekin Race mod adds a race of hobbit-sized anthropomorphic white mice with a late-medieval to pre-industrial theme, inspired by Redwall, Mouse Guard, Brambly Hedge and Sylvanian Families.


















  • English
  • Japanese
  • Korean (machine-translated via DeepL)
  • Russian
  • Simplified Chinese
  • Traditional Chinese
If you wish to translate this mod to your own language, please make a pull request on GitHub.





  • None known.




  • Allieina, Bradson, Brrainz, Jamaican Castle, PeteTimesSix, Rakros, Steve o.O, ThatHitmann, Wiri, Zeracronius, Zomuro, and erdelf - assistance with Harmony patches and other code snippets
  • Airo, DianaWinters, OttersHoldHands, Riddle78, Trisscar, Vitaone/びたわん - playtesting and feedback





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author, Mousekin Race) when publishing your derivatives in the download and forum posts



(Keywords: agriculture, agricultural, alignment, allegiance, animal, anthro, apirary, apparel, backpack, bandit, beehive, beekeeping, beeswax, brewing, brigand, cavy, charcoal, cheese, church, crops, dance, factions, farm, fermenting, festival, feudal, firecracker, flower, furniture, furry, guinea pig, gunpowder, honey, kingdom, knight, lager, mead, medieval, mine, mining, mouse, musket, nitrary, nomad, nun, nuts, pike, priest, race, rat, rebel, refugee, revolutionary, ritual, rodent, rodentfolk, rodentkind, root cellar, saltpeter, scenario, settler, sulfur, vent, wall, wattle and daub, weapon, wheat, wicker, windmill, workbench, worship)
Discusiones populares Ver todo (3)
2
9 NOV 2024 a las 12:16 a. m.
FIJO: [Official] Mousekin short stories
sumghai
0
30 MAY a las 4:47 p. m.
FIJO: [Official] Trivia and Lore on GitHub wiki!
sumghai
521 comentarios
sumghai  [autor] Hace 49 minutos 
@Pogrzebacz - Yeah, the Discord server is the preferred location for bug reports.

Make sure you follow the troubleshooting guide, and provide the necessary information using the standard bug report template.
Pogrzebacz Hace 1 hora 
I think, that it would be better option to ask on discord, wouldn't it? XD
Pogrzebacz hace 2 horas 
I think, that there is some kind of eror that i have run into. Im not yet sure that it's cause by mousekin, but tought that it may be worth sharing a log. Of important things - i try to run somewhat insane number of factions as well as VE Classical.
sumghai  [autor] 27 JUL a las 11:42 p. m. 
@Eggcelent - No, everything is working exactly as intended.

- If you do not have a Mousekin colonist, the Mousekin Tech research tab will be empty.

- When you first recruit a Mousekin colonist, you need to wait at least 2~4 in-game hours before the Mousekin Tech research projects appear, because it takes time for the HAR framework itself to recognize that you've added a new race to your faction, before it unlocks race-restricted content.

What other alien race mods do you play with?
Eggcelent 27 JUL a las 7:58 p. m. 
@sumghai rp :) plus i tend to finish the entire tech tree throughout a playthrough and end up needing more. Also is that the reason why the tech tree for mousekin is invisible, or is that a mod incompatability?
sumghai  [autor] 27 JUL a las 6:16 p. m. 
@Eggcelent - Yes, the Mousekin brigands are runaway soldiers and destitute farmers, who generally aren't the sharpest in the shed.

If you're looking for more intelligent Mousekin to recruit, you may have better luck with the rare outlander Mousekin who may occasionally show up in trade caravans from the human civil outlander union faction.

That being said, the Mousekin tech tree is strictly medieval tech; since you're already starting out with a gravship, why would you need to research medieval technologies?
Eggcelent 27 JUL a las 5:18 p. m. 
@sumghai I'm doing vanilla gravship scenario, the only mousekin i've interacted with are the bandits and they all have custom traits that make them incapable of these tasks which i assume is intentional and not just freak bad luck that all 40 raiders have that.
sumghai  [autor] 27 JUL a las 5:07 p. m. 
@Eggcelent - That sounds like a very odd combination of issues.

To start off, are you playing one of the Mousekin scenarios, or a vanilla one (e.g. Crashlanded)?
Eggcelent 27 JUL a las 4:41 p. m. 
maybe i didnt read far enough but is there some reason why all mousekin i see are incapable of intellectual, social, and artistic? Aswell as the tech tree being blank. is there a way for me to craft or possibly buy the research glasses if that is what I need?
Paprikahörnchen 25 JUL a las 6:03 a. m. 
Damn, I see.

Thank you for answering then <3 I love the Mousekin! (Guess I need to kidnap myself a mousekin researcher somewhere lol)