RimWorld

RimWorld

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Monstergirl Races
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
55.524 MB
8 Feb, 2020 @ 7:09pm
17 Jul @ 2:47pm
70 Change Notes ( view )

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Monstergirl Races

Description
Monstergirl Playable Races

Turns many of the Monstergirl animal races from MonsterGirlsPlus into playable Pawns.

As of V2.0.0, all Monstergirl races can now wear apparel.

Alternate Textures by Sohawkus here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3306067096

== 1.6 UPDATE PROGRESS ==
  • Updated to support 1.6 unstable

== Dependencies ==
  • Requires Humanoid Alien Races 2.0.
  • Uses Harmony v2.

== Current Development ==
Anomaly features


== Current Features ==
General Features:
  • Monstergirls get an adult backstory at age 8.
  • Each race has different comfortable temperatures. For example Ice Fairies can handle the coldest temperatures but will suffer in above freezing weather.
  • Each race has different flammability. For example Slimes are immune to being set on fire.
  • Each race has different base movement speeds. For example Centaurs move extremely quickly.
  • Each race has different natural armor values.


Many races are milkable and shearable. I have added new, useful resources to many of these races.
Possible Effects include:
  • Increasing Immunity gain when infected
  • Increasing Max comfortable temperature
  • Decreasing Min comfortable temperature
  • Increasing Global Learning Factor
  • Stopping hunger gain for a limited time
  • Food that gives extra Joy
  • Extremely potent medicine
  • Various Wools with different Temperature and Armor values
  • Some races also produce regular milk
  • Dragons produce chemfuel

A hostile NPC faction is included. You can be raided by any of the Monstergirl Races.


== Compatibility ==
  • Prepare Carefully may cause issues with Race mods using Humanoid Alien Races. Use Character Editor Instead.

== Known Issues ==
  • Without Biotech active, all Humanlike pawns are Sterile, so harpies will not be able to lay eggs.
  • Some pieces of Apparel may not align perfectly with these races since they all have varied body types. I have gotten pretty close for most things though.
  • Baby texture alignment is a bit messed up in some cases
  • Crawling texture alignment (particularly crawling south) is a bit messed up in some cases

== Races for Each Version ==
Converted Races for Rimworld v1.2+:
  • Catgirl
  • Wolfgirl
  • Foxgirl
  • Slime
  • Thrumbogirl
  • Dragongirl
  • Ice Fairy
  • Forest Fairy
  • Cowgirl
  • Harpy
  • Baphomet
  • Centaur

Converted Races for Rimworld v1.1:
  • Catgirl
  • Wolfgirl
  • Foxgirl
  • Slime
  • Thrumbogirl
  • Dragongirl
  • Ice Fairy
  • Forest Fairy
  • Cowgirl

Converted Races for Rimworld V1.0:
  • Catgirl
  • Wolfgirl
  • Foxgirl
  • Slime
  • Thrumbogirl

== My Other Mods ==
Skrix - An Insect-like Race: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2267078474
Ankha Race: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2981130163
Craftable Mechanoid Weaponry: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3227986775
Popular Discussions View All (3)
2
5 Aug, 2024 @ 10:23am
I very like your mod! I have redrawn all characters to make them even more cute~
Sohawkus
1
15 Jan @ 10:33am
Adult ages and age rates?
Corduroy Cordoba
1
6 Apr, 2022 @ 9:39am
each race up n downs.
Latol
564 Comments
Juanca el matador 12 Aug @ 4:32pm 
@Zahnloli Hello, Try using incubators, I do that with all monster girls who are too young, it should also serve you greetings.
Zahnloli 4 Aug @ 4:38pm 
My current colony has two dragons that keep getting pregnant. Their oldest children are now 10, so long since adults, but cannot romance anyone. I even tried a mod that modifies the romance ages (though that one is for 1.5) to no effect, they still need to be 16 to even be considered for romance. Bit annoying as they don't grow up faster once they're adults.
I saw in the code that they should be reproductie from their teenage phase onwards but I guess the romance system blocks that. Or am I missing something?
razar1  [author] 31 Jul @ 2:34pm 
What RimWorld version are you running?

For 1.6 I recently fixed some missing xenotype guards for player pawns (they should now spawn as baseliner instead of other random xenotypes)

Starting in 1.5, they should be infants for a short time (until age 0.5, but that happens pretty fast with the increased aging speed).

Monstergirls become adults at age 10. Dunno if Cultivator/Magic is expecting them to be adults at 18 or something?

As for twins, they are set to be able to have 1 or 2 children per litter.
[AO]End of Hero 27 Jul @ 6:38am 
Hey there. I've been really enjoying this mod, but I had a question. Is there a way I can make the monster girls just spawn with their Xenotypes? Rather than have all of mine be baseliners (or other normal xenotypes, since they frequently drop from pods/raids as unusual things, like High-Mate Dragons, or Genie Thrumbogirls) and I'd rather just have them be added as a new xenotype for the world.

I've also had an issue with another mod, Cultivator of the Rim, which relies on It's Sorcery! (another mod) to add special martial arts to pawns. However, the Monster Girl Races don't seem to be compatible with that mod for some reason. Not sure How to resolve that conflict, or what the specific cause is. From I can tell in the error log, it's related to the MGR pawns not having a normal age or something? Children also seem to skip their infant stage, as well as always being born twins.

Thanks so much for the hard work. I've really enjoyed having the new pawn variety in my playthroughs!
Rokuna 16 Jul @ 6:24pm 
NVM, it's color B in character editor ^^;
Rokuna 15 Jul @ 5:59pm 
Is there a way to change the wing color and eye color for harpies? (currently spamming random till I get the right color for wings)
razar1  [author] 14 Jul @ 4:24pm 
That is sort of a bug. I intended for all 'player' pawns to be baseliner while the raids from the custom faction had xenotypes, but I apparently didn't setup that restriction correctly.
UmbraAtrox 14 Jul @ 4:52am 
When they join via quest (refugee, pawn needs help, pawn hunted by mangunters, etc) their xenotype doesn't match their description, eg. Baseliner Slime, yattkin centaur, etc) but when they raid the xenotype is correct. Is that a bug or is that how it works?
Aenonn 8 Jul @ 3:53pm 
Q: Any thoughts to flip these into researchable / (animal) sourced Xenogenes? Literally make your own over time... "Mad scientist play-through."

Great mod!
razar1  [author] 1 Jul @ 3:39pm 
They shouldn't have generated with that xenotype... was it a player/starting pawn? I might have missed specifying baseliner for starter player pawnkinds.

Regardless, looking at those body genes it looks like they don't have the proper gene tag applied to them so it bypasses the gene blacklist I setup to prevent this. I don't have any textures for a robot body gene, so if a monstergirl gets that gene the whole body texture would be missing.