RimWorld

RimWorld

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HOPL Races Dwarves
   
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Mod, 1.4
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5 Dec, 2022 @ 3:35am
6 Dec, 2022 @ 7:47am
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HOPL Races Dwarves

Description
I had to stop updating this to focus on other things, but anyone who wants to build on this has my full permission to reupload and even take credit as long as they add additional features from the existing stuff.

HOPL Races - Dwarves
Dwarves, the stout miners of the mountains come to RimWorld!



*Temporary gene descriptions until I get prettier images in here*
Short: Carriers of this gene are slightly shorter than humans
Hardy Voice: Cosmetic - Carriers of this gene have a deep grunting voice




Current Version Features
  • Playable Dwarf xenotype
  • Short gene
  • Hardy voice gene
  • Custom naming for dwarfs




I had a lot planned for this but I don't want to make any promises. My goal is to keep this XML only to minimize compatibility issues.

I released it early as is so other players could have access to the Short gene as I had seen many people wanting to play as dwarf colonies.





Most Recent Update - Dec 6th, 2022
  • Fixed an issue with the 'Short' gene not displaying properly in the xenotype editor
  • Added better naming rule structure for dwarves
17 Comments
whallvard 25 Aug, 2024 @ 7:55am 
@Prester you shul take a look at dets stoneborn
Prester 11 Apr, 2023 @ 8:45am 
"I really appreciate the questions and feedback as it helps me get a better idea of what other people want to see instead of just building it based on my own experience."

i want a modern dwarf race fully integrated with biotech, being somewhere between warhammer and LotR in style, with realy thematic and unique armor, weapons and buildings

idealy with additional techniques that make them extremely competent in living deep inside mountains (for example some plants they grow and use as light that prevent investations, some kind of sapping or digging tactic to surprise invaders that bring mortars, more and bigger traps that burry a 3x3 field in deep rocks, oil trenches to ignite, shit like that)

and my royalty dwarf lord/kind should still do his crafting/mining as it is tradition. the hair from warhammer dwarfs looks 10/10 if you are allowed to steal them do it.

.......

that said thank you a ton for making a dwarf mod. there can be no year gone by without a proper rimworld dawi-run
Rex 10 Dec, 2022 @ 8:16pm 
@lilwhitemouse Yes actually - in the Vanilla Expanded Core mod, it's been integrated there I believe
lilwhitemouse 10 Dec, 2022 @ 11:01am 
There is that faction discovery mod, or whatever it's called, that lets you add factions mid-play?
Alloi  [author] 9 Dec, 2022 @ 9:13pm 
My eventual goal is to add anything anyone would ever want dwarf related to Rimworld, but that's a large task which is why I haven't made any promises. I'm still discovering what is possible with existing functionality vs what would take a good amount of work to do.

With that, I do want to add configuration like what you see with most high-quality mods, with full control of which features are added and values of relevant items as I've always appreciated that in a mod as well.

I'm currently working on adding Dwarf factions, I could be wrong but I though you could add/remove factions when generating a world in Vanilla.
If that is not the case, I'll gladly try to find a way to allow you to turn them on/off.

I really appreciate the questions and feedback as it helps me get a better idea of what other people want to see instead of just building it based on my own experience.
Thundercraft 9 Dec, 2022 @ 5:42pm 
Interesting... Yes, I could see this Short gene being very useful for creating Halflings and other races.

Q: Is it safe to assume that, eventually, this mod will add Dwarf factions (perhaps both neutral and hostile)? Or will Dwarf faction(s) be made as a separate mod with this mod as a "Required Item"?

BTW: If this mod will eventually add Dwarf faction(s), will there be a mod configuration menu to disable it? (I always like to have rather fine control over which factions get added to my game, so I dislike large mods that throw in one or more new factions on top of various other things without an option menu to disable them.)
lilwhitemouse 9 Dec, 2022 @ 5:06pm 
I would have thought short goes with slower, myself?
Good luck with the continued work, sounds fun :)
Alloi  [author] 9 Dec, 2022 @ 3:11pm 
@Thundercraft, thank you for asking. I'm currently in the process of making additional features for this mod and that will come along with screenshots.

I think your questions are fair and I'll edit this page to better display what each feature does.



The short gene is mostly cosmetic and does make the pawns shorter but it also has a +1 to Metabolic efficiency so they don't need to eat as often.
I didn't want to take away from people using the short gene in other builds, for halflings, gnomes etc. So things like 'sturdier' or 'slower movement' are held in separate genes ( vanilla ) in the Dwarf xenotype.



The hardy voice gene works the same as the other voice genes in vanilla, in that it is only cosmetic.

Please let me know if you have any follow-up questions or if I didn't answer something you mentioned
Thundercraft 9 Dec, 2022 @ 3:10am 
What do the "Hardy voice gene" and "Short gene" actually do? What is the in-game difference? I think it's a fair question because, so far, I do not see any screenshots. Does the Hardy voice gene affect the pawn's beauty stat or otherwise how they're treated by traders or other pawns? Is the Short gene just cosmetic, like literally draw these pawns shorter? Or does it also have a gameplay effect, such as making them "sturdier" (more HP perhaps) or something similar?
Inquisition 8 Dec, 2022 @ 11:34pm 
Awesome!