RimWorld

RimWorld

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[1.6] Moyo - from the depth
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Mod, 1.5, 1.6
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14.401 MB
5 May, 2024 @ 10:31am
16 Jun @ 3:05pm
11 Change Notes ( view )
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[1.6] Moyo - from the depth

Description
1.6 update with some tweaks:

- Replaced HPF functions related to Moyo_BloodBag for CompSpawner, credits to Maru Race
- MoHAR dependency was integrated via MoharComp(OLB and FuPoSpa) and MoHARHediffs assemblies, all credits to MoHAR Github[github.com]

I playtested the mod for awhile and it seems stable, do let me know if I missed anything.
I don't claim any credit and will take down this page if original author says so.

Original description from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2182305386:
Moyo-From the depth

A strange-humanlike figure with tail and pale blue skin rise from the beach, the Moyos have arrived to the surface.
The descendants of a glitterworld wanderlusts, who saw the depth of the ocean an ideal place for habitation.
Years and years of modification, so long that they have forgotten their origins now recides in the depth of the rimworld, Striving in their arcology called the 'lighthouse'.

Recently, Moyos have discovered a particular substance from their body. Named 'Deep blue', it originates form the constant modifications their ancestors had.
This made a massive impact on their society. Having many opportunities in medical purposes, some Moyos saw it as an opportunity for a fortune - Maybe you too.


== Race ==
- generally slower: includes global work speed, movement speed, lower melee dodge chance, but has an added benefit of slower hunger rate.
- but sturdy: has a bonus in base health and has lower flammability, Though they are a bit heavier than average human.
- higher psychic sensitivity: lurking in the depths could have an effect, or is it cause of so much ultrasound being used?
- excels in medical and drugs: they will do those jobs faster and better. due to their society or memories of body modification engraved in their DNA.

- produces Deepblue: their blood can be refined to be injected to other races, improving their pysiche but making them dependent to it. Also can be used to make varieties of drugs which can be used by everyone. It will be a great asset for your colony.
- there are ways to get more: process their corpse, or obtain other option through research.


== Contents ==
*apparels are race-restricted but they can wear any apparel for the sake of compatibility.
-16 weapons
-15 apparels + 7 royal tagged apparels (more to be added)
-40 backstories (more to be added)

-1 production building (workbenches could be added to avoid clutter of recipe menu)
-4 drugs and 1 medicine made with deepblue (more to be added)

-custom scenario and a faction

== Special thanks to ==
-gquake 꾸악 https://gtm.steamproxy.vip/id/gguake/myworkshopfiles/?appid=294100 : providing code crucial to the mod.
-Gouda quiche https://gtm.steamproxy.vip/profiles/76561197992216829/myworkshopfiles/?appid=294100 : providing code crucial to the mod(MoHar hediffs).
-all the great people in RimWorld Korea discord server.
-all the great people in rimworld alien races discord server.
Popular Discussions View All (1)
13
20 Sep @ 10:51pm
Bugreports
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67 Comments
菲娜燐 17 Oct @ 7:45pm 
@sandimas Try deleting this section of code from 1.6\Defs\MoyolikeMoyoRace.xml:
<south>
<bodyTypes>
<Female>(0.0, 0.0)</Female>
<Thin>(0.0, 0.0)</Thin>
<Baby MayRequire="Ludeon.RimWorld.Biotech">(-0.02,0)</Baby>
<Child MayRequire="Ludeon.RimWorld.Biotech">(-0.02,0)</Child>
</bodyTypes>
</south>
This translation was provided by AI.
SanDimas 8 Oct @ 9:35am 
dont know if the dude will read this but, the deep moyo tail kinda separate from their body when they move sideways lmao
DaiReith 7 Oct @ 10:54am 
Huh...oddly enough, rimsort is certain that moyo needs, the already installed, humanoid races mod. Is that common or a personal thing? Disabling all other mods and running only this, humanoid and vanilla expansions still showed an error?
DaiReith 7 Oct @ 10:33am 
Huh...oddly enough, rimsort is certain that moyo needs, the already installed, humanoid races mod, the mod itself works fine though?
GDHero_05 7 Oct @ 5:04am 
There's still a bug currently on 1.6 that also was on 1.5. When Moyo kids are about to have their growth moments, their growth tier gets reset for no reason.
For example, one of my kid moyos had a growth moment at the age of 12 and their growth tier got reset back to 0.
郑哥 23 Sep @ 1:55am 
刚刚发现这个模组和龙人模组存在冲突,DragonianDress.xml,这个文件的错误,以下是修复方法
一、核心问题
文件末尾的 <recipeMaker>、<techLevel>、<costList>是(没包裹在任何 <ThingDef>里),游戏无法识别,且导致配方配置不完整。
二、修复方法
把这 3 个游离节点,直接挪进Moyo_DragonCrownD的<ThingDef>标签内(作为皇冠物品的配方 / 材料配置),再删除原游离节点即可。
郑哥 22 Sep @ 2:51am 
不要直接复制,在你模组原有的代码位置,替换我给的链接和排序
郑哥 22 Sep @ 2:49am 
<li>
<packageId>erdelf.HumanoidAlienRaces</packageId>
<displayName>HumanoidAlienRaces</displayName>
<steamWorkshopUrl>https://gtm.steamproxy.vip/workshop/filedetails/?id=839005762</steamWorkshopUrl> <!-- 替换为新链接,保持packageId匹配1.5版本 -->
</li>
<li>
<packageId>erdelf.HumanoidAlienRaces</packageId> <!-- 修正:1.6版本统一使用正式版packageId,而非旧dev版 -->
<displayName>HumanoidAlienRaces</displayName> <!-- 同步修改显示名,与正式版模组名称一致 -->
<steamWorkshopUrl>https://gtm.steamproxy.vip/workshop/filedetails/?id=839005762</steamWorkshopUrl> <!-- 替换为新链接 -->
</li>
<loadAfter>
<li>erdelf.HumanoidAlienRaces</li> <!-- 仅保留正式版packageId,覆盖1.5/1.6版本 -->
<li>goudaquiche.MoharFramework</li>
</loadAfter>
识别不到创意工坊最新外星人种族就改成这个
Huntressfire 19 Aug @ 8:21am 
I've had an issue with the hair's. There seems to be a base hair that I cannot change and it just adds hair styles on top of them?
oldnewone 10 Aug @ 4:30pm 
Just don't use it. It's in an alpha stage.