RimWorld

RimWorld

Moosesian race
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Update: 28 Dec, 2023 @ 12:37pm

[Auto-generated text]: Update on 12/29/2023 3:36:58 AM.

1.2 Fix: tag error for HandRatling.
//I don't even know people still play that version, thanks for pointing this out.

Update my progress on the new preview art.
//Should be done by tomorrow morning, I'll see to it.

Don't worry folks, I'm going to spend my final moment of the year the same way I once did: working on this mod.

Update: 25 Dec, 2023 @ 9:05am

[Auto-generated text]: Update on 12/26/2023 12:05:18 AM.

CHRISTMAS UPDATE, MERRY CHRISTMAS

TL;DR: New preview art, new body, QoL changes, updated texture, unfinished apparels, an incomplete mess.
But I'll keep working on it, GOD willing, everything that should've been in this update, will be.

A large chunk of this update were already implemented in the previous patch, thus they have been excluded from this change log.

Bodies_Moosesian.xml
Head & both side of Antlers now have 33% base coverage value.
//Basically 66% chance in which the damage intended for head would be taken by antlers.

Moosesian field artillery get new texture (for the third time).
MS_ArtilleryCannonBase.xml: Move <inspectorTabs> from MSArtilleryBase (below <comps>) to MS_ArtilleryCannonBase12pdr
turretTopDrawSize: 2.3 -> 3

New Security Building: Moosesian box artillery

Antkiller/Critterfowler: New (320x320px) texture.

Archwood: New texture.

Dieselwork: Add <drawSize> of 1.5, new 384x384px texture.
Change Barrel poke attack to Bayonet Stab, higher damage per attack but same DPS.

Dieselboiler: new 384x384px texture.
Accuracy buff (short-medium-long): 70%-80%-75% -> 75%-85%-80%

Conductor wand:
New texture.
New description.
Remove <equippedAngleOffset>
Increase damage to 20
DPS: 7 -> 10

Pikecutter: New Texture.

Hairs.xml
Change all style labels.

!!!The following changes below are for 1.4 Only!!!

Hair A and B now have new East facing texture and a few edits.

GeneralRaceSetting.xml

<borderScale> 2 -> 2.1
//Temporary solution to fix the clipping-off-border issue for Elder lifestage.

New <oldHairAgeRange>: 78~82 This is the range of which aging pawn's hair become gray.

New <linkVariantIndexWithPrevious> for AntlerR bodyAddon
//More Antlers variant?!
Remove <east> section from <offsets>

Additional bodyAddons and textures: When pawn faces east/west, should one side have been destroyed. the remaining side will be shown.

Add WFF_MSTightPants to <apparelList>
Increase <MoveSpeed>: 3.60 -> 6.9
Increase <MarketValue>: 2000 -> 2500
Increase <MeatAmount>: 90 -> 150
Increase <LeatherAmount>: 50 -> 60
//300 Meats!
Increase <RoyalFavorValue>: 6 -> 12
//Now 4 times the human value!

I have separated military uniforms into two piece; the shirt/coat/jacket and the new tight pants.
New parent for military type NPC; military pawn now spawn with the new tight pants.

All Uniforms & Civilianwear no longer provide legs coverage.
WFF_FarmOveralls no longer cover arms and shoulders.
WFF_Flowercrown can now be worn without hiding pawn's hair.

WFF_MilitiaOutfit: No longer require Smithing as prerequisite.
Reduce WorkToMake: 10000 -> 8000

Update: 22 Sep, 2023 @ 1:52pm

[Auto-generated text]: Update on 9/23/2023 3:52:38 AM.

[Secret update; pretend you didn't see this]
TL;DR: Minor number adjustment, weapons description changes and visuals fixes.

Revert all grayscaled hairs sprites back to default blonde version.

Add extra line in every weapons description regarding whether or not is it race-restricted to Moosesian.

Newly adjusted south/north Ears & antlers sprites.

!!!1.4 Only!!!
GeneralRaceSetting.xml
Adjust <femaleFertilityAgeFactor>: Pawn stays fertile for longer.
<disallowedTraits>: Remove <chance> for of Wimp trait.
<additionalTraits> = 0 is redundant, turn it to comment for now.
Adjust <lovinIntervalHoursFromAge>: Young pawn do bed event more frequently.

Swap positions of antlers and ears in the bodyAddon list.
Remove <layerInvert> for both bodyAddons. (this tag is 'true' by default)
Add <layerOffset> for Antlers when facing north.
//Now Antlers will always be displayed in front of ears.

Remove <drawSize> & <drawSizePortrait>, use default value instead.
Add <ageGraphics> and new transparent sprite: Baby won't show their antlers anymore, only ears.

Additional bodyAddons and sprites: When pawn faces to the side, both side of antlers will be displayed.

Remove <restrictedThoughts> section (redundant).

Remove <blackGeneList>: Restriction of melanin genes have been totally lifted.

Remove <recipes> section (redundant).

Update: 12 Aug, 2023 @ 5:11am

[Auto-generated text]: Update on 8/12/2023 7:11:47 PM.

This will be last update for the 'current' Moosesian, be seeing you once I'm done with the redesign.

!!!1.4 Only!!!

GeneralRaceSetting.xml
Change minimum age for lifestages:
Adult: 20 -> 18
Elder: 30 -> 25

LifeStages.xml
Note to self: <headSizeFactor> ONLY affects hair drawsize for some reason.
Note to self: <bodyDrawOffset> cause weapon offset to change when zooming in-out.

MoosesianElder: Fixing hair drawsize.
<bodyWidth>: 1.72 -> 1.7
<headSizeFactor>: 1.05 > 1.15

Update: 11 Aug, 2023 @ 6:40am

[Auto-generated text]: Update on 8/11/2023 8:39:51 PM.

!!!1.4 Only!!!

These changes were made on an alternate branch, the main version of the mod with bulks of new contents will be released no later than end of this month.

GeneralRaceSetting.xml
minAge for Moosesian to become Elder: 25 -> 30 years

SoundDef.xml
Decrease the volume of ALL guns sfx by 10%.
//The current sound volume doesn't seem too loud on my end so I'm reluctant about decreasing it any further, but if this will save someone from hearing loss then, here you go.
An exception for HandRatling: increase volume from 80% to 90%~100%

Update: 30 Jul, 2023 @ 4:35am

[Auto-generated text]: Update on 7/30/2023 6:35:30 PM.

SoundDefs.xml
Reduce all custom gun sfx by 20%

New sprite for BLG
//It looks much less ridiculous now.

PawnKinds.xml
New pawnkinds: 'Master surgeon' and 'Lifesaver'.
//Master surgeons would accompany Guards and Generals in raid and peaceful visit, Lifesavers are volunteer like Longmen, thus sharing the same backstory pool.

Remove any mention of <techLevel> = medieval from individual mod
//it's already in the Base parent.

Remove <Flammability> for any Fabric/Leathery-based apparels that use <stuffCategories> instead of <costList> for crafting recipe
//Now they use the default 100% in Base parent.

Apparels changes: Revisiting the stats, more consistent armor multipliers:

Surgical Apron
<MaxHitPoints>: 150 -> 200
<WorkToMake>: 2000 -> 3200
Armor stats now a multipler based on material used.
<EquipDelay>: 5s -> 2s
//New stats are changed based on Cape from Royalty.

Sun helmet
<Flammability>: 50% -> 100% (Default)
//Since it's specifically made out of wood which has 100% flammability

Ceremonial Dress
<StuffEffectMultiplierArmor>: 0.1 -> 0.25
<StuffEffectMultiplierInsulation_Cold>: 0.2 -> 0.15
//It has always bugged me how this thick fabric dress offers less protection than a literal T-shirt.

Civilianwear
<WorkToMake>: 3000 -> 7000
<EquipDelay>: 10s -> 3s

Ancestralwear
Add <techLevel> = Neolithic

Fur Hat
<StuffEffectMultiplierInsulation_Cold>: 0.2 -> 0.5
<StuffEffectMultiplierInsulation_Heat>: 0.15 -> 0
<EquipDelay>: 3s -> 1s
//Now functionally the same as Tuque, but better.

Update: 21 Jul, 2023 @ 5:38am

[Auto-generated text]: Update on 7/21/2023 7:38:18 PM.

TL;DR: Custom names for Moosesian.

RulePacks_Namers_Factions.xml
Change how faction and settlement are named.
New factionnamer for future faction.

RulePacks_Namers_People.xml: Now working as intended.

(1.2) MSFaction.xml: Add <pawnNameMaker>=NamerPersonMoosesian
(1.3 & 1.4) Culture.xml: Add <pawnNameMaker>=NamerPersonMoosesian
//Both player and NPC faction now share the same colonist, faction and settlement name generation.

Update: 17 Jul, 2023 @ 9:41am

[Auto-generated text]: Update on 7/17/2023 11:40:55 PM.

!!!2nd Anniversary update!!!
Nothing new or spectacular, this is merely to lay the groundwork for what's to come: A new optional faction.

Moving ApparelDefs folder from root to 1.3
//Back to where it belongs.

Apparel.xml no longer exist, its content have been divided into five separate files:
Apparel_Base - Base/Parent node for the rest.
Apparel_Woodlander - Default Moosesian apparel set.
Apparel_Flatlander - Reserved for a planned upcoming crusader themed faction.
Apparel_Imperial - Victorian apparels set.
Apparel_Dieselpunk - End-game industrial set.

pathCost: 10 -> 18
//Human apparel is 10, but Moosesian are much bigger thus it should take longer to cross over.

Add burnableByRecipe = true
//Before this, all apparels except military related are burnable at campfire.
//If Cataphract armor can be burned in a campfire, I suppose there's no exception to this.

Ancestralwear & Fur hat
Set <techLevel> = Neolithic

General & Vanguard Pickhat
<techLevel> Medieval -> Industrial
<EquipDelay>: 5 -> 1.5

Remove <trader> = true from Longmen and Vagabond pawns.
//Fixing the issue where the caravaneers won't retaliate against raiders.

New custom sfx for Alouis Rifle and Auto Ratling

Edited sprite for BranchGun and TrunkGun
//I've been trying to make these looks closer to vanilla aesthetic.

Changing weapon tags:
Remove ALL unused tags. (Except 'MSW_ALL')
Rokali no longer spawn on farmer.
And other tag spelling fix: Range -> Ranged
New format for tag dedicated to certain pawn group: MSW_(Pawnkind)_(Melee or Ranged)
(Tag that indiciate the specific weapon remain the same)

PawnKinds.xml: <weaponTags> changes
All standard infantry: MSW Range_Standard -> MSW_Dieselwork
Farmer: MSW Range_Short -> MSW_Civilian_Ranged
Longmen: MSW_Long -> MSW_Longarm
Vagabond: MSW_Long -> MSW_Civilian

Add bras and panties and required apparels for ALL pawns from NPC faction.

Update: 8 Jul, 2023 @ 4:19am

[Auto-generated text]: Update on 7/8/2023 6:19:34 PM.

A few sprite edits to look and blend better with vanilla aesthetic:
- Moosesian field artillery
- Ironspin
- Rokali

Fix: Reported error due to mistake in the xml.
FaceTypeDef: Replace all backslashes (\) with forward slash (/)

I would like to notify everyone that this mod will reach 2 years of age by this 17th of July, stay tune.
I won't tell what await us on the anniversary day, because I don't know either, but we will see.

Update: 2 Jul, 2023 @ 10:06am

[Auto-generated text]: Update on 7/3/2023 12:06:49 AM.

MS_ArtilleryCannonBase.xml
Range: 55 -> 270
Remove 'PlaceWorker_ShowTurretRadius'
//Since the turret range now cover the whole map, it no longer display range radius.
//I finally found a way to increase the range beyond 55 tiles without the game throwing out error, at last.

TraderKinds_Caravan_MooseTribe.xml
Arms Dealer now sells all cannonball variants ('MS_Cannonballs' tradeTags) instead of just round shot.
//I don't even know the cause, but getting rid of the former cause to CE to stop throwing 'tradeability doesn't allow traders to sell this thing' error.

Fixes:
Fix white outline issue for Moosesian Artillery sprite.