RimWorld

RimWorld

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Mousekin Race
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Mod, 1.5, 1.6
File Size
Posted
Updated
13.927 MB
21 May, 2021 @ 11:37pm
23 Jul @ 12:33am
23 Change Notes ( view )

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Mousekin Race

Description
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)
Popular Discussions View All (3)
2
9 Nov, 2024 @ 12:16am
PINNED: [Official] Mousekin short stories
sumghai
0
30 May @ 4:47pm
PINNED: [Official] Trivia and Lore on GitHub wiki!
sumghai
562 Comments
CorgiCompanion 1 hour ago 
i have a strange bug that keeps happening, i doubt it is entirely from this mod alone, but for some reason every time i try to run a colony of mousekin the ambient world temperature will not change. I cannot seem to find what causes this unfortunately.
sumghai  [author] 24 Aug @ 1:32am 
@沙發馬鈴薯 - I'm not familiar with RimFantasy, so you'll have to ask the author of that mod for help.
沙發馬鈴薯 23 Aug @ 11:38pm 
I play this mod with RimFantasy-MO edition
but my mouse can't wear the ring because it's missing some body parts. Is this normal?
sumghai  [author] 20 Aug @ 11:08am 
@God Gewalt - As per the infographic in the mod description, Mousekin plate armor requires pledging allegiance to the Mousekin Kingdom faction.
God Gewalt 20 Aug @ 10:26am 
this prolly has been asked before but its really annyoing to search steam threads lol (steam PLEASE) is the plate armor like locked behind a faction? i did military apparel research which says it unlocks plate armor but it dosnt appear in the crafting menu for the smithy
sumghai  [author] 19 Aug @ 10:33pm 
@PAL - That sounds incredibly bizarre - I'll have to look into that when I have time.
PAL 19 Aug @ 9:10pm 
I know this is a mod conflict since but I needed to post this since it's funny as heck.

For some reason there's a minor problem when using Vault-Tec mod. It's not like game-breaking but for the oddest of reasons, the Daub and Wattle walls are locked behind Vault-Tec Blueprints i.e. the first research you need to do to build a Vault which meant in my game, my mice invented nuclear bunkers just to build cottages.

My Mousekin are apparently so dang smart to literally invented the blueprints for nuclear bunkers that can withstand nuclear bombs in my mostly medieval world, able to create something like Mice-Tec or something like that and live in secluded luxury only to make a move so braindead that it can make a Koala's smooth brain look like freaking Einstein by immediately forgetting the safety of a vault and build cottages.

I love these dumb mice.
sumghai  [author] 18 Aug @ 11:40am 
@老爷爷爱踩背 - Sounds like you have a mod conflict or incompatibility.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report and in English only to our Discord server [discord.gg].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
老爷爷爱踩背 18 Aug @ 10:37am 
I am very interested in this mod, but unfortunately when I enable it, it keeps repeating an empty reference, causing my TPS to remain at a very low level during gameplay,I don’t know how to solve this problem
sourmilk 17 Aug @ 11:52pm 
@sumghai That's ok! Thank you for your response and trying. I'm currently doing a medieval playthrough with MO and accidentally got 2 mousekins in the colony (both aren't builders). I was getting mousekin buildings unlocked automatically with research projects, so I wasn't really aware that they were only intended for mousekins. It's okay, though, I have a mod for removing build projects from the architect menu to not bloat it as much, so I will just remove the mousekin buildings for this playthrough. Excited to have a mousekin playthrough in the future. Thanks again!